Art’s a Business
This has been a great month. I’ve been doing a bit less game development than I thought I would be doing, but the time not spent coding has been poured directly into email writing, API hooking, and translating. Getting in contact with portals before May was plain painful, so the change in pace has been welcome.
I’m making the most of my time and have been trying to increase my output. Lately the difficulty of “finishing” games has been on my mind. Sometimes it feels like wrapping up a project takes more time than everything else combined. With this in mind, I’ve been making small projects for game portals with more planned than a paycheck (though that sure is welcome!) I see this rapid cycle of idea to prototype to finished product like endurance training. After a while, the skills needed to finalize a project should come more naturally. I have a long way to go, but the progress is encouraging.
I have also been using the time to grow in the themes I use in my games. It is so easy to use old, tired tropes when putting a game together. I have been finding that deep and/or meaningful ideas do not need complicated mechanics or esoteric systems–just attention. A bit of text, a visual style, or a specific character or setting can dramatically impact a game’s theme in profound ways. At least that is what I am learning. We’ll see where things go from here.
You can play my current experiment in exploring these themes here: Fishin’ Ruth