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#indiegamedev

2 posts2 participants0 posts today

In-tenˊtion-al′i-ty
(n.) The quality or state of being intentional; purpose; design.

== #indiegamedev log, entry 2 ==

This spring, at the ripe age of 33, I started drawing. One of my primary goals was to create graphics for my little games. At this point, after about 200 hours of practice, I think I am pretty close to being able to draw anything I want. Especially in the context of retro game dev and pixel art.

If you haven't seen yet my notes on the first 40 hours of drawing, here is the link: ninakalinina.com/notes/iseeidr

In this log, I want to talk about two major topics: the progress I've made since the note and the importance of intention in character design. Incidentally, I will share my thoughts on why GenAI art will always be mediocre at best.

As an eye trap, here's a character I've finished a month ago (and I've improved since)

🧵 (cont)

== #indiegamedev log, entry 1 ==

There is a famous ancient saying: "If you want to go fast, go alone; but if you want to go far, go together." As it happens, it is probably made-up. Even if it was real, I don't think it is necessarily true, especially in the context of game development.

I have been making games since my teenage years. Most of those projects were solitary efforts, and they ended nowhere. But some of them were a team effort, and, you guessed it, they ended nowhere, too.

Perhaps it is my luck, or maybe it is a trait of my character, but it seems that any team that I assemble for any project that is longer than a couple of weeks ends up falling apart. And this includes projects where I'd hire professionals, too, so maybe I am a bad boss, after all.

But there's nothing that screams "the project is over" as much as your lead artist starting to avoid you. :D

To avoid such situations, I decided to tackle a whole (small-ish) project on my own.

Rate my current dev setup, by the way!

1/2

#GameDev #IndieDev #IndieGame #Indie #IndieGameDev #TeamingUp #SoloDev #NotSoSoloDev Now I'm retired from the AAA 300+ team sizes, it's maybe a little lonely to be working 100% alone...

How do people handle this? Are there closer communities out there than just the odd Mastodon/BlueSky chat?

Do you form teams? How closely do teams work? - Support from a distance? All on the same project? Just lending a hand when needed?

Other structures that work?

How does the mix of code/art/sound/design work out? Do you ever reach the point of needing a producer?

Does it make a difference whether there's money in it? (Not sure I can imagine making money, even if I'm hugely successful...)

Any thoughts?

I came into this thinking I'd not be having "a job" again... But watching the messages go past on here, I get the impression there's less of a hard line, and more of a continuum from solo amateur up to v. small professional studio...?

HEY #gamedev and #indiegame people! If you wanna come visit #africa and meet some of our local creators and artists, specifically in #capetown then please consider submitting your games to Playtopia:

playtopiafestival.co.za/
(5 - 6 December)

They take indie games, immersive experiences and all sorts of cool game projects. And who knows, we might cross paths ☺️🩷

Also like gamers come through lol-

SUBMISSIONS WILL CLOSE SOON