Week 115 & 116 – Track of time

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.

So I see I forgot to blog in week 115, oops. That week contained my first workday at Yoast, where I settled in quickly and mostly just spent the time setting up my workstation, adobe creative cloud, checking out the publications backlog and getting a feel for the style I’ll be working in. Compared to getting up at 5:45 for my side job, walking into the office at 9 felt very comfortable (even though it takes me 1h45 to get there), and I had one of those moments where you really feel like an adult.

At the end of the week I looked at a place that was a 5-minute walk away from the office (we’ll be moving too, see aforementioned commute time), but it didn’t really meet our standards so unfortunately I had to pass on it.

This past week was more of the same for that matter. Though on tuesday night I went to INDIGO, the annual dutch games industry expo. I had a great time there, if mostly because of catching up with friends and setting appointments to have drinks with them. It was weird to think that last year I had a booth there myself, but I didn’t envy the exhibitors’ aching feet.

indigo2015

On friday I stopped by the Vechtclub here in Utrecht to have a quick drink with Kars from Hubbub, to kind of cap off our project together. Though it seems it will get a small tail this week. It feels like a weird moment in time, because the project ended perfectly timed with me moving away and starting a new job, and he is moving all the way to Asia! (for half a year). We only worked together on a freelance basis, but I feel more of a connection with Hubbub than any of my other freelance clients. I’ll miss this point in time.

Soaking up the last of the summer rays at #bierklub

A post shared by Kars Alfrink (@karsalfrink) on

Inbetween it all I lit up Photoshop to finish drawing assets for the game I’m helping out with at Radboud. They were all food items, drawn in a fairly realistic way. I did it that way to match the style of the game without really thinking that much about it, but it was oddly satisfying, and the assets turned out real good.

On saturday I stopped by the birthday party of John Gottschalk, designer on Westerado, and felt invigorated by our shared passion of narrative games. On sunday I saw The Martian, and it was everything I ever asked for in a sci-fi movie. I loved it.

Next week: inktober and a new apartment.

Week 59

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.

Last week started off right: I got a job offer the friday before (for a freelance project), and we went to have lunch and talk it over. It went well I think, we’ll see what comes of it when everything is sorted out.

On wednesday I showed Black Feather Forest at the Dutch Game Garden networking lunch, to positive reactions. The people that played loved how it looked and played the demo to the end, so that’s good. I also met the good people from Wispfire who are working on a cool narrative adventure game too.

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Following the lunch I fixed a few bugs I noticed (a restart button isn’t very useful if it doesn’t reset your progress on the map), and refined the cursor system based on an interesting observation made by Game Oven‘s Adriaan. Now I just need to hack Adventure Creator a bit so it actually works too.

On thursday I pulled out my ol’ Yeti mic to do a voiceacting test for the game a friend of mine on the AC forums is making. It was fun to do, especially because it’s a kind of Monkey Island comedy game so the voices can be very expressive.

I am planning to make a trailer for Black Feather Forest soon so this was a nice reminder that I could probably do the voiceover for that myself. Besides that I also did some illustrations for a calendar that’s coming out in a few months.

Then the week closed out with some good news: Black Feather Forest was selected to be part of the INDIGO showcase put on by the Dutch Game Garden during the Dutch Film Festival. It sounds like a complicated construction, but what it boils down to is that I’ll be showing the demo at the top floor of the new TivoliVredenburg music venue in the center of Utrecht at the end of this month. Exciting times! Another things I can cross off my bucket list. I’ve exhibited at game shows before but never with my own game.

Next week: how to cut a trailer for a game that’s only about 15% done.

Week 50

This is a weekly recap of the goings-on in my professional life – to keep track of what I’m doing and to give you a peek at what it’s like being an independent creative.

I know I said I would work on the Fawlty Towers game, but shortly after that I saw a call for submissions from INDIGO, a dutch games convention put on by the Dutch Game Garden, and it is in association with the Dutch Film Festival. So that put a revision on Black Feather Forest at number one on the todo list. Niels once described the script of BFF as being very filmic, so that makes this a good crossover venue to show the game.

Besides that I set up the new version of Trusted Soil, my graduation project with Anne Bras, in Adventure Game Studio. Having worked with Unity exclusively for a while now had made me forget how easy it is to get something basic up and running in AGS. With a bit of luck I can copy a lot of code from the original demo over to this version.

Anne and I decided a while ago to make the full version of Trusted Soil (read more about it here) and try to sell it on Steam. We’re doing it in Lucasarts pixel-art style now, and I’m concerning myself full with the programming side. For that reason we attracted Misja van Laatum (artist on Indiana Jones and The Fountain Of Youth) for the backgrounds, and Molly Carroll (recent HKU graduate) to do the animations.