Tag: recharge

  • Hedgefield Quarterly Review 2021.4

    Hedgefield Quarterly Review 2021.4

    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.

    The last quarter of the year is usually a busy one, so let’s get right into it.

    At Immer we were working hard on new update. 1.8 added support for images, tables, and footnotes, but I mostly concerned myself with redesigning the colors for the reader. But this was just a step-up to 1.9, which featured an entirely new discovery section with lists and search. This was my focus the past few weeks, and it makes it so much easier to browse the thousands of new books available with this version.

    Dutch 1.9 product launch video

    In other work-for-hire news, I helped Recharge draw the speakers of a weeklong event and the key takeaways from their talks. I was also contacted by a public speaker whose portrait I drew years ago at another conference to design a t-shirt for his brand. I’ve never dealt with clothing before, so this was a fun adventure. We went back and forth to design the layout, it’s an intricate tapestry of all kinds of elements from his talks and social media presence. Putting it together was quite a puzzle, but it turned out pretty cool I think!

    The design, and him wearing it in one of his videos

    Meanwhile, I went down a rabbit hole on 3D foliage optimization in my game Wanderwoods. Rendering a large forest is not easy on the ol’ graphics card, it turns out. I set up the Vegetation Engine plugin paired with Amplify Imposters to really go to town on batching and simplifying the tree meshes. It was easier than I expected, though still a lot of busywork, but the result is very good; Trees look fine from a distance, lighting still works well on them, but performance is dramatically improved.

    I also continued chipping away at my new game prototype. I don’t know if I mentioned the concept previously, but it’s a third-person art thief stealth game. It’s been fun to add new features like throwing objects and more, but in the back of my mind I started seeing some obstacles, 3D art being the foremost. Greyboxing is well and good for this phase, but at some point this thing is going to need to look better in order to pitch it to publishers. And I’m no star at 3D modelling, nor do I have the funds currently to hire someone. Plus, managing all aspects of the development process started to feel a bit overwhelming. So all in all things were taking longer than I’d like.

    At this time I came across a job opening for another indie game on Twitter. It was a temporary remote contract on a beautiful little first-person exploration game, and I thought this might be perfect to get more experience working in a small team on a similarly-scoped game. I wondered whether this was a smart preparation step before tackling my own project, or whether I was running from it, but I chose to go with the former explanation.

    I had a nice interview, but unfortunately they went with someone else in the end. During the interview I showed an old game of mine, The House On Holland Hill, which was the closest in style and mechanics to what they were building. But when I replayed that game, it felt dated. It looked pretty basic, performance wasn’t great, I wasn’t too happy with it. This is still my favorite project, and the most complete ‘game’ that I have out there.

    So, I made a decision to remaster the game. I had learned a lot in the meantime, and decided to apply it. Of course, this opened up a can of worms, aka my old idea archive, and the remaster kind of grew into a director’s cut kind of deal. And I figured that if I was going to put in that kind of work, I might as well take it all the way to Steam, the premier PC games marketplace. I’d previously always posted my games on itch.io because it was easy, free, and I liked the vibe of the games available there. But Steam, Steam is the big leagues. And again, I figured “this is a good preparation for your big game project”.

    I expect I’ll be working on this through the end of the year, and hopefully releasing somewhere in Q1 2022. Stay tuned for more info!

  • Hedgefield Quarterly Review 2021.2

    Hedgefield Quarterly Review 2021.2

    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.

    At the start of the month I wrapped up work on the second book from The Recharge Company. They’ve been a longtime client, and this time they bundled all their wisdom to help you get the most out of life. I drew a series of more abstract illustrations and mental models to make the book more visually pleasing to read through.

    https://worksmartplaysmart.nl

    I was also asked to make another animation for Contronics Dry Misting, which you may remember I created an elaborate animation for last year. This year was their 40th anniversary, and this time they commissioned a motion-graphics-esque video to celebrate their accomplishments.

    It wasn’t a style I had worked a lot in before, and the deadline was tight, so I was a little worried, but in the end I managed to bang this thing out in about three or four days, surprising even myself. Pretty pleased with the result!

    And for the final project in the work-for-hire category, a local marketing agency asked me to create some comic pages to promote a shoe brand. The scripts were prepared for me, so I could do what I do best and create some cool page layouts and linework. At least, I thought so, turns out the client was too smitten with the tight vector style of the concept mockup made by the agency, and that’s not a style that suits me particularly well. So unfortunately after trying a bunch of designs I had to pass on that one, but hey, that also happens sometimes. I knew drawing honest-to-god comic pages for an ad agency was too good to be true 😉

    And of course work for app startup Immer continued as well. We shipped an update that adds reminders, and next quarter there will be a long-awaited update that adds discovery and search, along with a bunch more books, something I’m personally very excited about.

    So I think it’s safe to say business is good. And while all of that is fantastic, it was also eating time away from the further development of my game idea that I mentioned last time. And from what time I could put in, I started to get the idea that this was going to be a big undertaking. Like applying-for-funding-and-assembling-a-team big. And then there’s my part-time day job too! So I had to make a decision that I’ve been considering, pondering, and putting off for quite some time now.

    I quit my job.

    I’ve spent more than five great years doing UX design and branding for Yoast, and it’s been a wonderful safe haven, but faced with all the possibilities in front of me currently, I had to admit that SEO just isn’t where my passion lies. I enjoyed solving the design puzzles it threw at me, and it taught me a ton, but I have no ambition to dive further into that world and master that product or domain. So it was time to move on.

    That was a scary decision! And I’m going to miss having my co-designers to bounce around ideas with, but getting to spend more time with the projects I love is already giving me much renewed energy. I look forward to the months to come, getting settled into this crazy new routine, and I’ll take you along for the ride!