Hedgefield Quarterly Review 2021.3

Hedgefield Quarterly Review 2021.3

Hey there! In the Hedgefield Quarterly Review I look back at the work I did in the past three months, both as a diary for myself and a way to consistently update you on what I’m up to. I talk project details, achievements, and the highs and lows of self-employment. Come follow along!

You can find older entries here.

It has been three months since I quit my day job. That feels weird to say. It both feels like such a short time ago but also like it’s been ages already.

I’m not gonna lie, it feels pretty good to be totally in control of my own time again. I spent a week or two catching up on games, podcasts, movies and life stuff, and then started structuring my week around my new set of projects. It’s an on-going process, as it’s tempting to start any day working on the project I feel most inspired for at that moment, but then before I know it it’ll be friday and I’m left wondering where the time went.

Mondays I now spend at the Immer office in Utrecht so I don’t completely alienate from society in my home office. The crew there is growing already, which is fun to be a part of. We even did a photoshoot!

And it’s weird to say, but I realize now I missed the bustle of the big city. As much as I value quietness and nature, I do love the feeling of being surrounded by people with ambitions and things going on around you in every direction – something that is definitely lacking in the suburb I live in. But after each monday I am also thankful to be back home with my dogs and get to work there too. I think it’s a good balance so far.

Meanwhile I started work on the prototype for my game pitch. Whereas I’d previously been focusing on mechanics prototyping and level design, I now also had to think about backstory, scope, budget, contractors, timeline and all that. It was quite a dizzying time to be honest, there’s a lot that goes into the development of a game!

I got the chance to consult with Dan and Ben of Size Five Games (Lair Of The Clockworld God, The Swindle, etc), which I’ve been in the vicinity of since my early early gamedev days on the Adventure Game Studio forums. It was great brainstorming ideas with them, and it gave me a nice starting point for the plot and characters. And I spoke with other devs who had gone through similar things, and learned so much. Still, it dawned on me just what a boatload of work is still ahead of me to get to a good pitch package!

One line of code at a time I guess…

I did a quick sketch for the potential key art of the game, and next quarter I definitely want to start doing more concept art and graphics work. That is the biggest unknown at this point I’d say. I have faith that the idea and the mechanics and the AI and the level design will get there, 3D art is the next frontier.

On other fronts the work is keeping up as well. My reliable connection in Amsterdam is supplying me with a drip-feed of small illustration assignments, I’m helping an old client with the branding graphics on their website, and I have a few more things lined up for the coming quarter. Altogether I’m pleasantly surprised by how well the transition is going, and that I get to make a good living working on these interesting projects. I hope this can be my life for a good while now.

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