Last month I visited INDIGO, the leading dutch games event. In previous years I had attended as a visitor (though one year I did exhibit with a demo of Black Feather Forest), but this year I decided to push myself out of my comfort zone and get a business ticket. This meant I could take meetings with publishers, investors, and PR and co-development companies. And that turned out the be a great decision.
Overall the pitching went very well, and it was great to be able to demo the game on my Steam Deck right there at the table. This was the prototype I showed you some screenshots of last time we spoke; I’ve polished it up in the meantime with new features, and 3D assets to give an indication of the visual style. it’s hardly ‘finished’ but it gives a good impression of the gameplay loop.




Meanwhile, I asked a friend of mine who studied art history to curate an exhibit for this first level. She pulled existing works out of Open Access databases from museums around the world, and adding these works immediately makes the museum space come alive.
What’s next?
There’s a long list of things I want to work on after this, but for the next few months I still remain focused on work for hire assignments, and my kid of course! Towards the end of the year I hope to transition back into working on Project Art Thief fulltime.
What else?
Last week GYLT was released on Steam. It immediately caught my eye because it seems to be doing a similar thing to Project Art Thief: taking a gritty realistic genre and giving it a wholesome stylized treatment – in their case, survival horror. It’s very charming and doesn’t do a half-bad job at tackling stealth as well. Nice to see more of such projects appearing.



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