Week 96 – lights, camera, UX

This is a weekly recap of what has been going on in my professional life. It’s to keep track of what I’m up to and to give you a peek at what it’s like being an independent creator. For illustrated depictions of these events, visit my daily comics page.

On tuesday we started the third Home Rule sprint at the Hubbub studio. New addition this sprint is Niels ‘t Hooft, who is taking care of the story content. On friday we had another meeting to discuss our progress. Alper and I mostly worked on designing new features this week and setting everything up so we can get going once the full storyline is ready this week.

Inbetween I worked on Reconquista some more, getting it ready for release. I added some extra props to the level, optimized the performance a bit and experimented with gamma color space vs linear color space + tone mapping, and I’m still not sure I understand it exactly but the colors look much better now at least.

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I also spent an inordinate amount of time researching a new laptop powerful enough to play The Witcher 3 on, which comes out this week. Not since my days as a young gamer with a desktop PC had I compared graphics cards so thoroughly, or thought about clock speeds, teraflops and heatsinks. It was awful, but I found a good one that I might buy sometime soon.

I closed the week out by celebrating my birthday in Amsterdam at a small festival. Seeing how happy and kind everyone there was, and the artists having fun, and supporting each other from the crowd, it felt like such a far cry from the worries and the vitriol in the games industry lately. It definitely lifted my spirits, and I hope we can all be a little more like those people.

Week 89

This is a weekly recap of what has been going on in my professional life. It’s to keep track of what I’m up to and to give you a peek at what it’s like being an independent creator. For illustrated depictions of these events, visit my daily comics page.

On monday I started out helping my friends unload containers at their warehouse again. It was a nice way to start off the week with some physical activity. Then I ran errands and updated the blog and such. There was a terrible storm that evening and I was glad to be inside.

On tuesday I worked my side job and then stopped by the Hubbub studio in the afternoon to kick off the new beta phase of Home Rule, the game for war museums. We came up with some rad ideas to start working on, and after that I stuck around to fiddle with my game a bit. I also thought of a concept for the Adventure game jam that starts next week.

On wednesday I sketched out some designs for the Home Rule beta and pushed a few fixes and features down the pipeline for my own game, and sent a beta version out that evening. I didn’t receive any bug reports, which is also an interesting contrast to the sort of games I usually make. 2D (adventure) games are strung together by interdependent logic and a specific flow of events, something which is ripe for things to break or execute in the wrong order, while this game lets you roam free and really only has two spots where it forces some rigid code on you, so essentially there are no bugs. That feels weird.

I think I’m going to call this game Reconquista, a suggestion by Alper. It communicates the theme and the setting nicely in one catchy word.

This game poses a dilemma though, because on the one hand the experience that I wanted to communicate with the game is there and I want to release it, but on the other hand my game developer instinct wants to add more actual gameplay and make it a real ‘game’ that I could charge for. I think I’ll have to trawl itch.io a bit to see how other people are handling this. If you have sage advice feel free to share in the comments.

On thursday I had a call with Kars and Alper to discuss the designs we had done for Home Rule so far, and on friday I called with Alper again to see what the next steps would be for the beta. He was going to work on that into next week while I went of a short Easter vacation with the girlfriend to the island of Texel, which turned out fun and relaxing. I tried to catch up on dailies before then but holy shit I was far behind. The backlog should go up today or tomorrow.

Next week: a return to civilization and a new assignment.

Week 83

This is a weekly recap of what has been going on in my professional life. It’s to keep track of what I’m up to and to give you a peek at what it’s like being an independent creator.

Working irregular schedule is fucked.

On monday I went by the Hubbub offices bright and early to figure out the new storyboards for KLM. After that I went to lunch with Niels ‘t Hooft, which I hadn’t seen in a criminally long time. We talked productivity, planning as freelancers, cool apps and how to create new reading experiences in the digital world. I look forward to seeing what he comes up with.

On tuesday I got asked for another short illustration assignment, and I again struggled with what I should set my hourly rate at. Or rather I have one but I tend to scale it down for friends and longer assignments. It’s hard putting a value on yourself.

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I knocked out the new storyboard sketches and then on thursday Skyped with Kars to review KLM’s feedback and set up the final tasks.

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The next morning I was back at the Hubbub office again to kick off the next project I’m doing with Hubbub, this time one that runs for several months where I’ll be involved in a more intensive manner, doing design and prototyping as well as art. It’s a cool project and I’m excite to get started on it.

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On saturday I spent all day in Amsterdam to watch Oscar-nominated movies with friends, and spent a quiet sunday with my parents and girlfriend.

Next week: new project kick-off.