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 creator.
It’s hard to fathom that it’s been a year since I started working for myself.
Said goodbye to my desk job designing games for someone else (honestly it was a sweet job, what was I thinking) and started my own thing.
I got some assignments pretty quickly, thanks mainly to friends/colleagues putting in a good word, and thus I started incing my way up. I’ve been able to carve out a pretty okay living so far, struggling some months when the work dries up for a bit, but enough to move up to a nice studio apartment with my girlfriend and pay the bills (and jump into a Steam Sale every now and again).
And now, 52 weeks later, I announced my first solo commercial title! Holy cow I hadn’t even thought of that. When people asked me around week 45 what I was going to do for my ‘anniversary’ I shrugged. Turns out week 52 was pretty special after all, thanks to the fellas at Warpdoor. More on that in next week’s update.
But for now I want to thank the fine folks that offered their support, good conversations, and/or advice this past year. Some names that come to mind: Jens, Michiel, Adriaan, Bojan, Benjamin, Ilona, Lowen, Anke, Alwin, Niels, Esther, mom and dad, Ralph, Anne, Matt, Chris, and ofcourse you, dear reader .
A few pieces of follow-up then: to get back to the poll about the name change for my game a few weeks back, the results were pretty clearly in favor of keeping the name Highway of Tears. It’s nice and strong, abbreviates well and tells you exactly what’s up. So thanks to those who voted and helped make the decision!
Then, presskit! I am perhaps disproportionately excited to have this bit of php code, but if you as a journalist or what have you ever needed any info on my company or my games, the presskit’s the place to be.
So now, back to the daily grind.
Before HoT started getting picked up by the media I found myself mostly doing small tasks – a subconcious way to avoid having to deal with the large and nebulous tasks still in the backlog. However it wasn’t without its merits, the demo segments are a lot more polished now. “But,” I thought on tuesday, “what actual new content was added to the game? None!” So I got to it and started doing animations, and made a start on a new scene. Then over the weekend I went on a small vacation with friends, during which the social media coverage really fired up.
Next week: tales of exciting new improvements to the interface, and great feedback on the demo from cool people.