Week 66

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 was a bit disappointing. I did get the BlaFF storyline plotted out fully in Twine, which was great because it gave me an instant visual overview of which parts were too linear and which had too much going on at once. I added one location and everything feels better balanced now. The added bonus is that I now have an accurate count of all the clues you can collect during the game and where they are referenced. I was afraid I had planned for too many, but the total number came up short of the space I had reserved for it, so that’s good, I can pad some things out and add more info to find.

twine

But then, bad news. Indie Fund reviewed my submission and decided that it didn’t quite fit with what they were looking for in their portfolio. I hadn’t expected much but it was still disappointing. The next day I heard back from Double Fine too – they really liked the game, but with two guys manning their publishing department part-time and three projects on their hands already they didn’t have space on their docket, but it was still nice to hear. I’ve got a few more emails out, so we’ll see how that goes in the coming weeks.

Mostly it shook me awake to the fact that the core game needs work. I’ve been caught up in polishing what I essentially made in one month, but it needs new features. I’ve just been afraid to break the whole thing open again. But it has to be done. I got some good tips from people that played the demo, some of which I had already thought of myself, so it’s time to put stuff like that in and make the game match up with the promise.

The only problem is I don’t have much leeway to spend time on it right now. I’d love to, but life costs money, and making games is not exactly a quick return-of-investment. So I decided to pivot back to illustration for a while. I could do a Kickstarter for BlaFF, but setting that up would take me another month, and there’s no guarantee that it will work out, especially in the current sour climate in the games industry. I needed to step away from all that anxiety and get back to what I know I can do well: drawing. (I have more thoughts on this that I’ll put in a seperate blogpost.)

But for now I’m good doing illustration. I got two emails recently for interesting and substantial projects. They’re both international, so it’s also a new challenge in figuring out how to process that in my administration. And if you’re reading this and have a nice assignment for me: I’m available for hire!

next week: drawing drawing drawing.

Twine

Got into Twine today to write and map out the story for the next game I’m working on and it’s been a delightful experience, very easy to write branching dialogue and test it right away, plus it’s similar to Playmaker, so implementation in Unity will be a breeze.

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