This series will outline my month to month as an indie-game developer as transparently as possible. By documenting this journey of countless failures and occasional successes, I hope to inspire the readers to pursue their own creative endeavors.
Or you can enjoy this purely for entertainment, that's cool too :D
What I did in July
July has been a hectic but enjoyable month overall. I've participated in the GMTK Jam with some friends (aka CoolKidsGang), had a quaratine birthday and chipped away at some personal work.
Last month, I continued to play TFT & chess on my breaks. There was one game in particular that stuck out. If you're not familar with the game, I basically got a board that's near impossible to hit (like a royal straight flush in Poker). But in this case, the probability is most likely closer to <0.1%!
There was a Steam Summer sale this month & I picked up a few wish-listed games.
-Deadbolt (from the creators of Risk of Rain 1 & 2!)
-Skul: The Hero Slayer
-Hotline Miami 2
-Roof Rage (made by a fellow game-dev friend, EarlyMelon)
Ill play these in the upcoming months- can't wait to share some spicy gameplay gifs!
GMTK Game Jam
I continued to post WIP work on Twitter & Instagram. As much as I'd love to post juicy gifs for those socials, I must focus on longer-tailed content. Content that is consistent, easily accessible and valuable to my audience. GIFs can get hundreds of thousands of impressions but can you find that one cool animation you saw on Twitter 5 years from now? Most likely not, or it will takes ages to find.
This is why I will be writing my Youtube transcripts in blog format so that people can skim through these without watching the video. And vice versa with watching rather than reading.
Speaking of Youtube, lets talk about what happened in the first Game-dev log!
Last month, after posting my first Game-dev income report, my Youtube grew a substantial amount. I was expecting single digit subs but thanks to my fans and friends, the results were way beyond expectation. But looking beyond the numbers, the supportive words from the people that inspire me to animate & game-dev is what made this whole experience surreal. Thank you all from the bottom of my heart <3
Work and Income
When I study, I try not to worry about being 'productive'. I try new things & fail as quickly as possible so I can be ready when an opportunity arises.
This month, I tried commissioning out a new cover photo and the results did not meet my expectations. To take matters into my own hands, I decided to 'test' myself by drawing the final piece myself! I chipped away at this new cover photo for a week and could not be happier with it.
I updated my Camera asset with a few new features & bug fixes. Updating this asset the first time in months reminded me that there is still so much to be done... (proper documentation, source control, video and written walk throughs, GMS 2.3 updates, more features, etc, etc,..).
Commission work will be consistent for the next few month with Noir (which I'm genuinely grateful for). I've had many contract work offers over the months but more often than not, it does not go through.
So until the Noir contract is over, Ill be working on StickRoom and side content. The goal here is to diversify and grow my other sources of income so I do not have to rely on inconsistent work/employers. I'll be touching up on this topic on the next blog post & how my plans will be shifting.
Though my end goal is to create indie-games for a living, the idea of having multiple revenue streams and outlets to provide value to my audience is what REALLY gets me going. This is why I've been drawn to sharing information, making tutorials and assets over the years...
Going onto next month, I will adjust my schedule to take a clear step in the direction of diversifying the 'value' I give to others. As tempted as I am to solely focus on a single project, putting extra thought and effort on the RIGHT things will become priceless in the future.
That about does it for this post, thanks for reading!