Here goes nothing

Three months ago I quit my job to try working for myself. I decided to make a game. This blog is a living chronicle of that mistake.

I’ve given myself one year to do it, with an official start date of Mar. 1, 2015. So my game, K Station, is due on Mar. 1, 2016.

I’m just a programmer and hobbyist writer, but after seven years in the corporate world, I really just want to do it all by myself. So I have to learn the art side of things as I go. For all you other game programmers out there scrambling to turn into serviceable artists, here’s where you can compare your progress to mine.

K Station is an old-school adventure game with pixel art graphics (an inescapable design choice) and text input commands. As a kid I devoured games like Space Quest and Grim Fandango, and I knew it’d be better to make a mechanically simple game that was up my alley — I like storytelling.

As of this post, my daily workload consists roughly of:

  • 3 hours of art: drawing practice and pixelling in rough assets
  • 2 hours of programming
  • 1-2 hours of marketing stuff (like this) and business stuff (like setting up my LLC)
  • 1 hour of general reading and research (including, yes, /r/gamedev)
  • 1-2 hours of design and planning — sketching out story notes, characters, whatever

So my typical workday is 9-10 hours, 7 days a week. Yikes. What makes this endurable (so far) is that I’m bent on only giving myself a year. If that year runs out, and I’m, say, still another year from finishing, then it’s back to the corporate world for me. Or at least, that’s the plan.

I have ten months to go. Back to work…

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