Land of the In-Between
A glimpse into a veteran studio artist's mind as he tries his hand at independent game development.
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And returning to my weekly gaming blog - things are going alright, as mentioned previously things are very very busy over here. It's been a tumultuous week as my business partner and I scramble through development of our second iPhone application, lots of highs and lows. The big news is that, about a month since the first proof-of-concept, we've finally got the main implementation of the bulk of the gameplay in place, there's much to do with bug-fixing and presentation adjustment, but overall we are both very happy to see it is coming along better than we'd planned! In spite of this, a major blow early in the week which is - well, it's a pretty ridiculous slap-in-the-face, one of the more awful things that a dev with a secret project could imagine, I will have to save this story for the post-mortem. That being said, we are doing our best to make lemonade out of the lemons -
Next week is Indiecade in Culver City, International Independent Game Developer's convention. I am not sure how this this will be run/organized, it's my first time attending (first time I would consider myself an independent developer!) but looking very forward to the con and also to showing our new project around, and getting some feedback from our peers. Drop me a line if you will be attending and would like to meet up!
Things are alright besides. I have put my normal job search on the back burner for some time, as I am concentrating on the iPhone business for the time being. I still send out resumes and reels to the rate of about 3 or 4 a week, but there's really not much available for artists of my level in Southern California for the time being, I figure things will remain quite conservative until next spring sometime - after the 2009 Holiday receipts have come in and been tallied, generally, and the big studios can sigh a little relief and stretch out their development plans a little more. It's all airtight right now and I am not too keep to look for work out of the area (though after this small project wraps up, I will look where I need to - a guy's gotta eat!)
In the meantime it's quite humbling doing the indie gig, it is also very liberating to no longer be tethered to the extremely inefficient world of big-studio game development. I am sure I will return to that world in due time, but for now it's very gratifying to be master of my own destiny without having to answer to morons and producers who's only concerns are covering their own behinds. I detest what game development has become in the large scale, though it is quite apparent this is where things are going as it becomes bigger and bigger business (and requires so much more investment, in time, manpower, and budget). A few companies have their heads on straight and know what they are doing, but plenty of them are run, erm, "willy-nilly" I'll say to be polite - good studios who deserve respect for their past accomplishments, but who are in way over their heads in the current economic and business climates. I don't need to name names, anyone who pays more than a passing amount of attention to the industry news of the past couple of years can easily think of a few high-profile examples of what I am referring to.
But such is the game industry, it's quite well-known for it's usual topsy-turviness, dating back to the days when I was a kid (Crash of 1984!) This too will level out, and then it will eventually go haywire again - studios who were huge and in charge will become top-heavy and semi-collapse, some small places will have their eyes the prize and their heads screwed on properly and take good advantage for their own shot at market dominance. And so, the worm turns...
Follow our studio's progress at HeadcaseGames.com
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