In the wake of finishing and releasing the most ambitious creative endeavor of my life so far, I have been spending a lot of time Thinking about things. About creating, about art, about sharing art.
This will be shared on the Amadeus blog... but I am posting it on my personal, because in the end, it's about me.
I have had, by my standards and for my purposes, a phenomenal release experience.
People have purchased Amadeus. People have played it and told me that they connected with it, that parts of it stuck with them, that they were moved by the story I told and the art and music I used to tell it. People have supported me both as an artist they respect and as a friend they care about, often both at the same time, which feels incredible. Strangers have been won over by my vision, direction, and execution.
The money I've made is already—even after storefront cuts and taxes—going to be enough to pay for the $100 deposit to Steam for Episode 2, and start putting money towards a "musicians budget" so I can start compensating the non-cello (aka not-just-me) live performances by other musicians.
(Episode 1's guest musician performances were all provided for me by friends & peers for free, or for skill exchange favors.)
So, by all accounts, I've already succeeded with my goals. I have created something ambitious and shared it with people who found meaning in it, and am building towards what's next.
The question now is: what is next?
The full OST release followed by Episodes 2-5, of course! ...But, wait.
Here I am, having finished what is frankly the largest achievement of my life so far by an absolute landslide, and 4 days later I am already mentally moving on to what's next.
How did we even get here?
What did it take for me to get here?
Yesterday, I spent some time browsing my self-coded janky website (which has sound effects BTW it's kinda based) and it all hit me at once.
I created the first draft of that website lowkey on-the-clock when I worked in IT at a nonprofit.
What was my first experience designing a functional(ish) UI for discrete audio controls? It wasn't when I built the menu for Amadeus. It was when I built the world's shittiest HTML sliders with JavaScript attached to them on my website.
The "page turn" sound effects used quite frequently in Amadeus as text progression sounds were first created for the poem about Fullmetal Alchemist 2003 that appears on the "Rust" page of this website. I found a way to re-use them in Amadeus, but that was not what they were originally made for. The poem about Fullmetal Alchemist 2003 came first.
To further broaden my point: the very ability to depict clothing that drapes on bodies in every portrait sprite I have drawn of Amadeus, Solea, the Witch, and everyone else, comes from the years I spent patterning and sewing the cosplays photographed on these pages. It comes from the wisdom of the cool-as-fuck older women I learned from while working alongside them at an old job at a fabric store.
I am a multimedia artist.
I have a far stronger background in music than in anything else, but I could never just be a musician.
Video games have thus far proven to be the medium best-suited for my various interests and skills to coalesce into something relatively polished, but game development is not the only form of art that I find enjoyable to create.
Hell, it may not even be true that games are the medium best-suited to my strengths... they are just the only medium it's been remotely possible to market myself in. The achievement of Amadeus is not just that I have created my life's best work so far (but, to be clear: I have. Nothing else compares in scope and direction), but also that I have finally created something where there's a somewhat-straightforward path to find people who are picking up what I am putting down.
Comparing my launch numbers to your average Reddit Gamedev post, it has been an abject failure. But our goals are not the same, at least right now. What matters to me right now is that every single person who has found my game has told me that they loved it. What matters to me is that people have found it striking, moving, impactful, and unique.
And that I have already made more money from Amadeus Episode 1 than I have ever made from any other creative pursuit in my life.
I wish I didn't have to even mention money in this post, because that's not really what Amadeus is about; but it also... is. Amadeus is the first step in my personal journey to figure out what-the-fuck my life plan is now that I've got my Master's in music composition and have used it to make an unmarketable video game that isn't even fully finished yet. I am in the process of navigating what this first step actually represents for me.
It's definitely not a surprise to me that game development isn't going to pay my bills at this time; that is fully expected.
But I think this release process has given me an idea of what I might build toward, and that's what got me caught in the trap of thinking ahead to the future episodes. I plan to use the subsequent releases of Episodes 2, 3, and 4 to learn more about Steam as a platform, how to build and maintain a community, etc.; and then... when Episode 5 is done... that will be my opportunity to try and put everything I've learned into a real game release, one that I'm going to do everything in my power to make an actually financially viable product.
Because the story will be finished, and I'll already have people who can vouch for my work so far. It seems like my best bet in the long run. This project has always been a long-term commitment, so thinking about the potential for it all to pay off in that finale has really motivated me.
...Which is in some ways a problem! When I finish Episode 5 and actually do manage that release, will I actually be able to enjoy and take pride in it?
Or will I immediately start thinking "well, that's done, now on to my next project, which is the Sonic Adventure spiritual successor of my dreams!" without a moment's rest?
That isn't just bad for me. It's bad for the people who have trusted me enough to purchase and play my game these past few days. What does it say to them, that their heartfelt comments after sharing that experience with me have already become a "been there, done that" moment, to be immediately overwritten by whatever I next focus on?
None of that is right. It goes against what I value, and it goes against the very meaning of the story I am currently telling.
So, I am trying to reject it. (Which is very difficult, but I am trying.)
For anyone who actually clicked through to my website above, you have probably noticed that its design is motivated by a passion for archival. It's archival of my own projects, really; archival in a "weird and silly" way, but archival nevertheless. I made it to remind myself and others about all the things I have done, in a format that I feel best presents them.
I made it so there is never a time at which those accomplishments are obsolete, because I will occasionally remember my website exists, check it, and become absorbed in works I created years or even decades ago.
I feel that my very next project, to complete NOW, before I release the Episode 1 soundtrack and really focus on Episode 2; should be... archival of Episode 1's release experience.
I want to spend some time collecting the feedback that people have shared, and find a format to preserve it for myself to look back on in the years to come. Because it's not all just Steam reviews! It's Discord comments across multiple different servers, it's DMs from different social media sites, it's a quote from a YouTube video posted by a stranger. Those have all been part of this experience, and it will be lost if I don't take the time now to make sure I remember it.
So, that is what I will be doing in the immediate aftermath of the release.
If these priorities resonate with you—wanting to appreciate art long after its time in the spotlight, to find ways to present your projects of passion in different ways and different formats—well, please feel free to check out my work in different places. I hope it tides you over until Amadeus Episode 2, which is going to happen.
I did not spend 3 years of my life shaping every single major decision around what was best for Amadeus to abandon the project after only the first Episode. This is too dear to me to abandon, and I am in it for the long haul.
If you have actually read all of this... there is a chance you just might be.
Thank you so much for your support.
my website | my bandcamp | my twitch | my instagram | my youtube
and of course, my itch, and the Amadeus franchise page on Steam.