The last year has been a whirlwind, that’s for sure. Here’s a brief recap of events:
- I did a few contract gigs, including starting a large contract with Ryan Hoffman and Ryan Green developing a mobile application that uses Augmented Reality and is focused on creativity.
- Worked really hard on it, took a couple months off starting in November right, a few weeks after the project was supposed to ship.
- Used that time to team up with Ryan Green to start working on an art installation project entitled That Dragon, Cancer that was to be a set of “living paintings” about his experience raising a child with terminal cancer.
- Those couple months passed, and as of early February we were wandering a bit still searching for focus and vision. Ryan had a vision at church of how this project could work as a videogame, so we decided to keep working and go in that direction, which included prototyping what I called an “emotional slice” in Twine.
- We crunched on a demo leading up to GDC in late March and got amazing last minute help from Jon Hillman.
- Ryan and I attended GDC, which was incredible to say the least (we intend to share some of those stories in the future). We playtested our demo there with about 22 people – I took notes on almost every session – and the response was amazing.
- We participated in Indies Crash E3 and just barely missed the top 10, but were given honorary passes by SemiFormal. Those passes ended up not being needed because we got selected for the IndieCade E3 Showcase!
- We’ve received a lot of press and a few showcase selections so far. We’re basically still in denial about this.
And I’m learning more about myself as a developer. Here are some interesting bits:
- I used to be really passionate about a formalist, deconstructionist approach to game design. I’m less passionate now, mostly because I’m realizing more how that perspective fits into the other possible perspectives a designer can adopt. There’s so much more to consider…
- I’m now able to articulate why I want to make the games I do, and why I’m passionate about videogames, in a way that I’m really satisfied with.
- I now see notgames just as a community to have interesting discussions. I think this is mostly because many of its ideas are now present in videogames at large, and there is very clearly a space for that kind of experience. I’m thrilled to see all the directions videogames are heading.
- Also I miss gamepads. Gamepads are awesome.