November’s Over Already?

Wow, time flies. And to think, I planned to give a brief teaser of what games I was working on for November 1… even now, I’m not at where I wanted to be with that. I guess I have a fair excuse: research projects and marking lower classes as a University student has kept me busy, and I may be the new programmer for another indie developer’s game due early in 2015 (more on that later). But darn, I really hope I can get back into my own projects soon. Expect fewer and fewer blog posts until I have more progress.

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What Have I Been Working On?

I promised some weeks ago that I would get around to mentioning exactly what I’m working on at the moment. “Drew and the Floating Labyrinth” has been released about two months ago, and since then I’ve been hard at work at other exciting projects. And school… mostly school.

The result is that I don’t really have anything concrete to show. Sadly. I’m disappointed in myself. But anyway, I’ll stop your curiosity and mention stuff here:

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The Big Book of Ideas

There’s one thing that concerns me with a lot of indie developers, filmmakers, inventors and artists, especially when they first start out. They have a great idea, a REALLY great idea, and know that once they make it real, they will be rich and famous.

I certainly didn’t have such high expectations for my first indie game, which was good. I expect many people, if they ever do finish out their ideas, reach a similar state. Even for the really good ideas, many of them never see the success they deserve.

So what do you do? Simple: never rely on a single idea, and go back to the book.

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Happy Canadian Thanksgiving!

Happy Canadian Thanksgiving, everybody! Don’t ask me why Canadian Thanksgiving and American Thanksgiving are on different days…

And I should have mentioned this sooner, but my sites have a few small upgrades. You’ll notice a different background here, and you’ll notice the site for “Drew and the Floating Labyrinth” has changed dramatically to look much better. It’s a shame I did that weeks AFTER releasing the game, months AFTER trying to promote the game. But perhaps this’ll help me make sure any future sites for future games look better from the get-go.

"Drew and the Floating Labyrinth" : it's amazing what a couple changes to the site makes...

“Drew and the Floating Labyrinth” : it’s amazing what a couple changes to the site makes…

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PAX PRIME 2014: A review and afterthought from a indie developer

I went to PAX PRIME 2014 in Seattle, Washington about two weeks ago to show off my small indie game “Drew and the Floating Labyrinth.”

About “Drew and the Floating Labyrinth:”

“Drew and the Floating Labyrinth” is a hand-drawn 3D puzzle platformer. The fact that it IS hand-drawn, not using cel-shading or any other fancy renderer, but still in a 3D game, makes it unique, and is one of it’s highest selling points. It follows Drew in a mysterious, barren and simplistic environment, made up of invisible levels that require you to look for clues of safety before you simply walk or jump. Therefore, the gameplay mechanics are very different to typical platformers and also a point of interest. Throw in great music and voice acting (not provided by me, and hence why I can confidently say they actually ARE good), and you have my first complete independent game that I am actually proud of (past attempts were barely fit to be called student projects). And I wanted the world to see it, not to sell well, but to show that traditional animation still had a place in media by putting it somewhere they wouldn’t expect for something new.

Have you seen a hand-drawn character in a 3d game before?

Have you seen a hand-drawn character in a 3D game before?

Wait… how did YOU of all people get a booth at PAX PRIME?

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