I came up with a game ten years ago in high-school... it just launched on Steam! Hereās the Steam page if youāre interested:Ā https://store.steampowered.com/app/733210/Neversong/
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@atmosgames
I came up with a game ten years ago in high-school... it just launched on Steam! Hereās the Steam page if youāre interested:Ā https://store.steampowered.com/app/733210/Neversong/
Time flies when youāre playin games! Check out the Once Upon A Coma KS campaign today:Ā https://www.kickstarter.com/projects/80348891/once-upon-a-coma-from-the-creator-of-pinstripe
I was lucky enough to show my game Pinstripe at The Game Awards. Check out this mini documentary about the four years of working on it!
Pre-order Pinstripe at atmosgames.com.
I Work Alone
Making Games By Yourself Is Hard ā But Itās Totally Worth It.
I read somewhere that indie game devs who work alone typically make a lot less money Ā (like, basically nothing) from their work than do teams. Ā So basically, lone-wolfs can keep day-dreaming in their cubicles until they find some devs to work with. While this may be true, my experience has taught me that going solo can result in unique, cohesive pieces of art.
Several years ago, as a Freshman In college, I made a game called "Coma". It was during the final glory days of Flash game development, and as a result I found myself smiling for photographers at GDC 2010 in Austin, TX. I felt super cool, but soon began to wonder if it was all a fluke. That feeling of accomplishment began to fade in the days, weeks, and years of working late into the night on my current adventure game, Pinstripe. As of now, Iām hopeful Iām doing the right thing: pursuing my passion, year after year. But most of the time I feel like doing this thing completely alone was a big mistake. Itās those kinds of moments where itās easy to look back at the last few years and wonder, "Why didnāt I just form a small team of devs, and crank out a couple more games, and become a millionaire?" (Sarcasm).
The answer for me is in one word: cohesiveness. When I talk about cohesiveness, I'm speaking in terms of all artistic elements working together effectively. Great games tend to have cohesive music, style, gameplay, and story. Ultimately, these elements work together to create an engaging atmosphere. Itās a bit like how a personās voice, bearing, mannerisms, clothes, and eye-color all play a key role in building a distinct personality. I feel a game is very similar, and should be treated as such in development.
While all of this is wonderful in theory, Iām often tempted to give-up on the whole lone-wolf thing. To be sure, I have a folder full of unsent emails to potential artists, musicians, etc. But in the end, the benefit of being sure my vision is carried out has always been a priority. In my case, this is most easily achieved by just biting the bullet and doing it alone. By way of example, I tend to think music is the life-blood of a game. If the music doesn't fit the artistic style and mood of a game, the experience can become disorienting. The illustrations in Pinstripe are distinct, and having to communicate how the music should correlate to this style would have been very difficult for me. Not impossible ā communicating ideas is how the video game industry works ā but difficult, especially for me. My concern for budget, time, and my picky personality meant it would be best to take a couple months and just write the music alone. I realize this comes across as egocentric, but the end goal has always been to make a cohesive game that connects on an emotional level with the player.
Edge Wood is a prime example of this process. Edge Wood is the first level in Pinstripe ā itās cozy and snowy, but also in the middle of Hell. Iām not quite sure if this setting will jive with players, but I like to think that with the right music, art-style, and atmosphere, any setting, no matter how bizarre, can work. After four totally different songs written for Edge Wood, three art-styles, and varying sets of characters that were eventually nixed, I feel Edge Wood has reached a point where it emotionally clicks. It was a lengthy process, but the outcome was worth it, and I feel pretty good about it. I imagine this directionless back-and-forth would cost a lot with contractors, and a lot more when working with close friends. Iām sure this is one of the major reasons indie dev teams tend to fizzle ā some starving artist is trying to change the world with a video game, Ā and canāt seem to make up his mind about the first level of a game. Conversely, without a team, the work-load is heavy, but the burden is often light, leaving room for creativity and personality.
When itās just me, a cup of coffee, and a couple ideas in the early morning before I head off to my day-job, a personal game like Pinstripe has the opportunity to become something more than just me. Sure, my small two hour game has taken almost three years to make, but I'm hopeful players will someday thank me for it. Stylistically, musically, and narratively, Pinstripe is from my heart. It has a distinct beat that I think is much more likely to influence players on an emotional level than if I had asked for help. If the statistics are accurate, I'm doomed to make around five dollars on Steam, but at least my game is out there. My little beating heart will soon be represented by a tiny thumbnail on the Steam store-front, and I like to think that's pretty cool.
Title card for Pinstripe. Coming soon to Steam. #indiegames #indiegamedev #indiegamer #indiegamedevelopers
Pinstripe cover art.
A locket from Pinstripe, an adventure game about hell coming to steam.
The Pinstripe plot was rewritten this week. Got it slapped next to a nice Esao Andrews painting for a lil inspiration.
Game Developer Rule #2
Persevere (But Only If Youāre Getting Better)
Iāve been working on Pinstripe for about two and a half years now, and itās been a pain in the biscuits. I wake up at 5:15 a.m. every morning and work for two hours, head off to work at a marketing agency, work on Pinstripe through lunch, and sit in traffic at 5:30 wondering when this game will be done.
Pinstripe is an adventure game about a guy traveling into the depths of Hell, or at-least my idea of Hell. It started out as an Agatha-Christie-type-game about a group of people trapped in a hotel. Throughout the playerās journey, characters would begin disappearing one-by-one, leaving behind clues regarding a āPinstripe manā. But somehow, throughout these past 2 years, itās turned into almost the complete opposite of what I originally wanted. But that doesnāt mean Iām not pleased with the result.
What Iāve started to see throughout this process is this: if you are passionate about your work at all, it will take on a life of itās own, and demand unpleasant things ā like restless nights, early mornings, or a cycle of rebuilding your project 3 times over. If you care about your project, your work will not take no for an answer. It will patronize you day and night. It will demand perfection.
Therefore demanding projects like this require severe perseverance. You donāt have to be happy about your project. You donāt have to feel good about it. You just need to keep going.
Iām reading this book called āUncertainty: Turning Fear and Doubt into Fuel for Brillianceā by Jonathan Fields ā and itās all about being positive and leaning into your misery and doubt. I super-duper-recommend it because it teaches you to stop whining and waiting for that āperfect ideaā. If your not happy with your work, not happy with your talent, and not even happy to work at all on your project, get over it. Building anything beautiful is almost always not-so-beautiful to build.
So persevere. Are you writing a book? Finish it. Are you building a game? Donāt quit, you. What about that screen-play you told your mom youād finish? Start writing and donāt quit until you have something. Doesnāt have to be great. Just finish it, get better, and finish something else.
But hereās the catch: your perseverance is only as powerful as your humility.
Those of you who work your butt off, but criticize everyone elseās work, will find a bitter truth at the end of every project: your finalized project is only as good as your last.
Grow while persevering. Obsess over other artistsā work. Get inspired.Ā That gnawing feeling that tells you your work just isnāt good enough: itās real and one of truest truths in our self-absorbed culture. Youāre not God so your work will never be perfect. But pursue perfection for fun and shoot for that super-spiritual-10 second-feeling of knowing that your work made someone somewhere smile, cry, laugh, scoff, or feel just a tiny bit intrigued.
Click here to check out the trailer for my new game about heaven and hell: http://youtu.be/UNF5TQwYI2U
Pinstripe by Thomas Brush
Game Developer Rule #1: Pretend It's Not Your Game
Throughout the development of Pinstripe, Iāve been stupidly impressed with myself ā specifically impressed with the graphics of Pinstripe (my newest adventure game coming to iOS/Mac/PC). Itās partly an ego thing, but I think itās mainly that feeling of never doing something before, and pulling it off better than I would have thought. My low expectations for myself are easily met.
But ever since this past Christmas, Iāve been thinking: what if Iām wrong? What if my ego is getting in the way of making a good game?
If Pinstripe were not my game, what would I think about it?
I ignored this thought for a little while.Ā
It wasnāt until recently I decided to really take a humble look at Pinstripe. To my frustration, Pinstripe just wasnāt up to my own standards I had set for other developers.Ā
Below is an image of a simple scene in Pinstripe. A man is hiding in a basket on top of a pile of cash in a well (donāt ask):
The funny thing is I honestly thought players would realize this is obviously a well. After taking a second look at it pretending itās not my game, I realized it just looks like a boring room to me. So I cried a little, bit the bullet, and spent a month touching up every frame in the game (60 unique frames). Hereās what the well scene looks like now:
Honestly, Iām feeling good about this frame now. It has cooler coloring, like itās underground. The floor is filled with an inch of water, and texture and lighting are much more prevalent. Still, I have to remind myself:Ā if Pinstripe were not my game, what would I think about it?Ā Right now, I feel pretty good. But weāll see tomorrow.
This new way of looking at your game may be painful, but itās so rewarding in the end. Iāve almost cried just about once a week thinking of the work involved, but I have to say it feels really nice knowing Pinstripe looks 100% better than it did before. All I had to do was find a little humility and face the facts.
Trying to capture an eery, evening mood in Pinstripe.