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. For illustrated depictions of these events, visit my daily comics page.
Last week marked the end of a few running tasks, which thankfully cleared the board a little bit.
On monday we submitted the grant application for our literary game idea. Somewhere next month we’ll receive word on whether the judges think it’s cool enough (and thus receive the first batch of funding for a prototype), so for now we sit tight and await the result. It was weird to submit something based on an idea without any kind of prototype or concept art, but I think even in this form it already sounds pretty cool.
The rest of the week was mostly spent on the last bits of art for the current sprint of the Hubbub game. We had some trouble contacting the client because of changes in their management etc, so we didn’t quite end up where we wanted to be, but we still made huge progress and have a version you can play through from beginning to end. Next week we’ll probably kick off one more polishing sprint and then get ready to deploy it in the first museum. I’m looking forward to sharing what we’ve been working on.
Halfway through the week I also got the input I needed to start working on a few illustrations for returning client Hoog+Diep. I only had until today to work on them, but the scope was exactly right for me to work on comfortably, and I delivered the final bits this morning pending any final feedback. Little assignments like that are great to fill up the empty space in your planning, easy and fun to work on and done quickly, allowing me to enjoy the great weather on friday.
Over the weekend I did some work on Deck 5, a small scifi game I’ve had lying around for a while – you may remember it from weeknotes past. I went back and forth on its design a lot, going from 2D adventure game to firstperson exploration game to isometric 2.5D puzzle game. I think I finally hit the look and feel that I envisioned when I drew the first mockup back in 2010, and I’m excited to start making content for it once I finish Home Rule and Reconquista.
Below you can see the progression of the game since 2010. I’m particularly excited by the billboarding-shadowcasting-sprites in the latest prototype.
Concept art from 2010
A 2013 prototype in AGS
The 2015 Unity prototype
Bonus: the doors from the 2014 early early Unity prototype.
Next week: Home Rule polish sprint kickoff.