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 independant creative.
Week 31 wasn’t too much of a whirlwind. I kept truckin’ on the Fawlty Towers game and got to upgrade the engine to a new release that solved a few annoyances on the technical side. It’s easy to keep fidgeting with technical stuff that doesn’t make the game noticably better for the end user, so the next step is to get more fully drawn backgrounds in.
I also got started on some commisioned character designs for a site mascotte. Two actually; one of the cuddly monster kind and one of the spiffy racecar driver kind. It’s always fun to design characters and explore all the different variations on their size, outfits, colors. I always impress myself by the end with what ended up on paper. Work on that bled over into this week, which I’ll write about next time.
On wednesday I bought a new iPhone, so the rest of that day was lost.
I wrote a post about jailbreaking a long time ago and I might do another just to update on what I’ve got on there and why I did it.
Spurred on by True Detective, I started writing a detective game again on thursday. I had worked on one rooted in 90’s buddy cop movies years ago, but it got a little out of hand. This new idea ticks a lot of the boxes of what I wanted to change from that game. It’s been a nebulous idea in my head for a while but I started looking into a real case and that brought it all together. More on that soon.
During the weekend I went to look at some proper art in the Groningen museum, and met up with fellow gamedev and DayZ partner-in-crime Ralph, who I hadn’t seen in too many years.