So this is my first post about the game I’ve been working on and I just want to explain what I am up to. Some of you might be thinking "You’re doing WHAAAA…?" This is a valid question.
Last spring/summer, an idea began to form in my head. As part of my job I had been working with the program Unity for a coupe of years (if that sentence sends a shiver down the spine of my fellow artists then I’m truly sorry for your pain that it causes you). After I had been on some very basic programming courses I suddenly realised that I could make a simple game and tell a story with it!
"That’s awesome!", was my first thought.
So I started work. To be a bit more specific, I filled my summer vacation playing a lot of story-based games, plotting concepts for how the system could work, and having great fun brainstorming with friends.
After I had narrowed everything down and realised exactly what I wanted (a focus on the story, humour and choices), I realized I had another problem: time.
I had made a list of what I needed to do (actually I had made listssss, my producers Ylva and Daniel will be so proud of me when they read that), and the high priority stuff alone included exploring an art style for fonts (I’m still insanely grateful that a friend helped finding a flowtext font for me), the U.I., possible backgrounds and characters, a story flow example for one complete playthrough, a working prototype with all functions (and testing the app size) and, of course, a name.
My situation at the game studio where I work, on the other hand, was less clear. I had mostly been helping out as some kind of Junior Technical Artist since the others had received a year-and-a-half art style introduction, and there was no way I could catch up with that. Much more importantly, I really enjoyed working on this thing that was entirely ‘mine.‘ It was something that I had never done before, simply because I felt that I was dependent on ‘real‘ developers to get a game running.
So I did the only thing that made sense to me, I explained everything to my studio’s CEO and my Art Director. I did not quite know what to expect, but as it turned out, they understood my situation and encouraged me to work on my game while working part time at the studio.
…and that’s it! I’ve been working on the concept and prototype of my game part time since September. I spent the first two months shouting at Unity and creating a lot of graphic garbage, until I figured out what my theme would be. As of today, I have made all the functions that I want for the game work in Unity. To my never-ending surprise, it hasn’t exploded in my face (yet). So I’ve set up this blog to offer you the joy of witnessing the bang when that happens!
I’ll be posting around once a week, talking about the game’s development. And, as a bonus, I’ll also share my favorite text games with you.