Alina

Picked up the iPad again to do some sketching. I might color this one later. I like doing brightly colored drawings, but the elegant simplicity of a sketch often convinces me to stop there.

2019 recap

2019 has been a fine year. It started off strong with high hopes, then it dipped in the second half, but it finished off on a high note. As every year, I’d like to highlight some of my favorite moments.

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Lending a hand

One of my favorite commisions from this past year was for a charity. They wanted a vision board in their office to remind themselves of their mission. I got to go wild on a great image collage drawing things I don’t normally draw, which later got overlaid with their mission statement and goals.

Inktober 2019

I did a light version of Inktober this year – I was too busy in october to participate, so I saved the prompt list and spent some days in November drawing my favorites from that list. That resulted in these illustrations:

How to back up your game project with GIT (for free)

Talking to indie devs, the topic of backing up game projects often comes up. They know they should, but they don’t know how or it seems too complicated. I was there too, but since I started using GIT, I never want to live without it. So I thought I’d write a GITting started guide (sorry). This isn’t by any means the way to do it, it’s just what I’ve found to work best for me.

August 2019 update: wrote a new and easier workflow with screenshots now that Github offers free private repos too.

STEP 0: …What the hell is GIT?

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The gamedev tricks I used to make Coyote

While making the Coyote remake in Unity, I had to make some interesting game design decisions. I figured you might enjoy a behind-the-scenes look at some of these details.

Coyote was originally a fully 2D game, but for the remake I found the perfect asset package to build the town with instead of redrawing everything. I knew I would have otherwise never made the one-week-deadline of the Remake Jam. But a switch from 2D to 3D comes with its own unique set of challenges:

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2019 roadmap

2019 is going to be a good year, I can feel it in my bones. I can’t explain why exactly, but it’s a combination of coming off a successfully completed project with a creative high, seeing a lot of opportunities appear and knowing that really putting my energy into it can have tremendous results.

So, here’s a list of things I’m hoping to accomplish in 2019.

  • Build off the success of Minimal Raider to create a similar game which is longer and has my own style and narrative.
  • Collaborate with other indie game devs to create better games, and perhaps build it out into a nice side business.
  • Build up a local community of creatives.
  • Get back into doing frame-by-frame animation and post short animations based on songs I like to Instagram.
  • Speak at a conference.
  • Learn to really play the piano.
  • Buy a house.
  • Super secret stretch goal.

Minimal Raider released

Happy new year! I’m starting 2019 off right with the release of a small game I worked on at the end of 2018: Minimal Raider, my submission for the #tombraiderjam on itch.io.

I’ve always been a fan of the Tomb Raider franchise, so I had to seize this opportunity to play with the formula. And I learned a lot doing so, as this is my first fully 3D third-person game. (It doesn’t even use Adventure Creator!)

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Big reputation, big reputation

The first thing I watched on Netflix in 2019 was Taylor Swift’s Reputation tour. I loved 1989, but I hadn’t really checked out her newest album yet (or any other album), so: great excuse. And it reminded me why I like Taylor; the phenomenon around her has gotten immense, but in the center is still this genuine likeable person – who still genuinely loves what she does.