Category: Freelancing

Stories about what it’s like to be an independent creator.

  • Week 104 – One man game jam

    This is a weekly recap of what has been going on in my professional life. It’s to keep track of what I’m up to and to give you a peek at what it’s like being an independent creator. For illustrated depictions of these events, visit my daily comics page.

    Last week was a little different from my usual weeks, as I spent a week in a little room in the Vondelpark in Amsterdam to work on a new personal game project, courtesy of dutch radio. Come to think of it, it was also the two-year anniversary of me going independent, so I guess that was a fitting way to celebrate it!

    You can read the details about the game here. The week was organised by dutch late-night radio show Opium op 4, which lets a creator use their office each week to build a passion project. This week was my turn, and I had a really good time.


    Also just realized I posed like the caricature on my businesscard here. Weird!

    I basically started from scratch on monday. I had an interesting backstory, and a vision in my mind of what the game would look like. So I started by researching the backstory: in 2013 the Lyubov Orlova, a decommissioned cruiseship, breaks off its towline in a storm and disappears onto the ocean. In 2014 its radio pings off the coast of the UK, but it is never found. I figured I’d make a game about that. The news articles about it have been in my Pocket for a while now, so this was a good opportunity to do something with it.

    p01qg79h

    I researched the timeline, all the owners and places it’s been, and more specific stuff like what the deck layout looks like and how cruise ship engines work.

    After that I started on the prototype. I had something working pretty quickly, courtesy of Unity and its many prefabs. After that I struggled for a while to get an interaction system working. I started off coding it all myself, but quickly realized I’d better use something pre-made. I fiddled with Pixelcrusher’s Dialogue System for a good while before deciding to just import Adventure Creator. At that point it felt like I changed from Tony Stark banging on some metal in a cave to Tony Stark jumping into the Mark 45 Iron Man armor. Everything was at my fingertips.

    To my surprise AC also integrated pretty well with Unity’s 2D Controller, which was essential, otherwise the character couldn’t walk up slopes anymore. Now I was ready to start on the narrative content. It was early thursday by then, and I was getting nervous, but I managed to put together a pretty cool vertical slice in the end, even though it sort of stops short of the actual gameplay, which is exploring the ship’s interior with your map and axe. But for a week of work it was pretty cool.

    On friday I presented the demo on the air, and everyone loved it. The main guest of the show called me a singer-songwriter gamedesigner, which is exactly how I like to think of myself, telling interactive stories and focusing on the delivery and the experience.

    At any rate, I had a great time, and you can read a more detailed (dutch) blog and listen to the show segments on their website.

  • Week 103 – Released a new game

    This is a weekly recap of what has been going on in my professional life. It’s to keep track of what I’m up to and to give you a peek at what it’s like being an independent creator.

    Last week was hard. Not because I had a lot to do but because it was so damn warm. We measured the highest temperature and the hottest night so far in the history of this country – even though compared to places like Italy or Indonesia it’s not that big a deal. But it makes sitting down and doing this hard enough.

    Regardless, I started the week off helping out at the warehouse of a friend. It ate up most of the day, and I liked it better than my side job, which by comparison is very monotone and boring. After that I had a Skype call with Hubbub to plan out the tasks we’d like to tackle in the last batch of work on the museum game.

    On tuesday I decided that if I was going to start on a new game (which I will next week in De Torenkamer), I should really finish one of my open projects. Finishing Black Feather Forest was impossible, and the astronaut game was nothing more than a tech demo yet, so of course the choice was clear: Reconquista.

    Reconquista had been in limbo for a few weeks because the last few tasks were too vague or I couldn’t decide on exactly how I wanted to tackle them, but I decided to just sit down and figure it out. In the end it was easier than I expected to fill in the blanks and deliver a game that felt fairly done. It had a good starting and ending point, and the stuff inbetween seemed bug-free and cool.

    So! You can download the game off itch.io for free right now!

    After that I mostly just surrendered to the heat and made a plan for my time in De Torenkamer next week. A plan that changed near the end of the week after the announcement of De Pont, an open call for game devs or filmmakers to make a short game/film set on the ferry that runs between Amsterdam Central Station and Amsterdam North. That could be a very interesting idea to run with.

    I also played through Her Story, which is an incredible game and I finished it in one sitting. On saturday I went to a concert and on sunday I helped out my girlfriend sell her illustrations at a local market, while the Tour De France ravaged the very same city we were in.

    Next week: gamedev in the Vondelpark in Amsterdam.

  • Week 100 – milestones for all

    This is a weekly recap of what has been going on in my professional life. It’s to keep track of what I’m up to and to give you a peek at what it’s like being an independent creator. For illustrated depictions of these events, visit my daily comics page.

    Last week marked the end of a few running tasks, which thankfully cleared the board a little bit.

    On monday we submitted the grant application for our literary game idea. Somewhere next month we’ll receive word on whether the judges think it’s cool enough (and thus receive the first batch of funding for a prototype), so for now we sit tight and await the result. It was weird to submit something based on an idea without any kind of prototype or concept art, but I think even in this form it already sounds pretty cool.

    The rest of the week was mostly spent on the last bits of art for the current sprint of the Hubbub game. We had some trouble contacting the client because of changes in their management etc, so we didn’t quite end up where we wanted to be, but we still made huge progress and have a version you can play through from beginning to end. Next week we’ll probably kick off one more polishing sprint and then get ready to deploy it in the first museum. I’m looking forward to sharing what we’ve been working on.

    Halfway through the week I also got the input I needed to start working on a few illustrations for returning client Hoog+Diep. I only had until today to work on them, but the scope was exactly right for me to work on comfortably, and I delivered the final bits this morning pending any final feedback. Little assignments like that are great to fill up the empty space in your planning, easy and fun to work on and done quickly, allowing me to enjoy the great weather on friday.

    Over the weekend I did some work on Deck 5, a small scifi game I’ve had lying around for a while – you may remember it from weeknotes past. I went back and forth on its design a lot, going from 2D adventure game to firstperson exploration game to isometric 2.5D puzzle game. I think I finally hit the look and feel that I envisioned when I drew the first mockup back in 2010, and I’m excited to start making content for it once I finish Home Rule and Reconquista.

    Below you can see the progression of the game since 2010. I’m particularly excited by the billboarding-shadowcasting-sprites in the latest prototype.

    Bonus: the doors from the 2014 early early Unity prototype.
    https://vimeo.com/73655259

    Next week: Home Rule polish sprint kickoff.

  • Week 99 – clients coming out of the woodwork

    This is a weekly recap of what has been going on in my professional life. It’s to keep track of what I’m up to and to give you a peek at what it’s like being an independent creator. For illustrated depictions of these events, visit my daily comics page.

    Last week started off with a promising meeting with Sytze Schalk, a writer/designer who is working on a grant application for a multi-year transmedia experience including theatre, graphic novels and games. He was looking for someone to develop his adventure game idea and ended up on my portfolio, so we met to discuss ideas and possibilities and decided to go ahead with the application together. He wrote it during the week and I checked it from a game designer point of view. We’re submitting it today.

    Besides that I kept working on Home Rule for Hubbub, filling in the various placeholders with final artwork. It was a lot to slog through and it went slower than I anticipated, but the game is starting to look really good. On friday I was in the Hubbub studio to work on some things, but man it was hot. I hope we don’t get a tropical summer like that or productivity is going to suffer.

    Halfway through the week I also got a call from Hoog+Diep, for whom I did some artwork a while back. They had a new project that needed some illustrations. And a friend of mine wanted to schedule a meeting about some artwork for her new project, so all of a sudden assignments are coming in from all over the place. The question will be which ones actually end up going through, but I feel a lot better about the next few months now.

    Inbetween all that I spent a morning writing out the rest of the storyline for Offstage chapter 2, and I hope to start drawing it in a few weeks time.

    Over the weekend I enjoyed the sunny weather, meeting family and friends, and some Witcher 3.

    Next week: finishing up the third Home Rule sprint and more gamedev.

  • Week 97 + 98 – Keep on truckin’

    This is a weekly recap of what has been going on in my professional life. It’s to keep track of what I’m up to and to give you a peek at what it’s like being an independent creator. For illustrated depictions of these events, visit my daily comics page.

    Week 97 was mostly spent truckin’ forward on the artwork for Home Rule. We tried coming up with a better name for the project but nothing really jumped out just yet. It was tough to have everyone scattered all over the place and working on the project at different times, but this week things are coming together.

    Over the weekend I saw some movies and spent time with friends, something I had been neglecting a bit due to all the work lately.

    Week 98 started off with me helping another creator, namely my girlfriend, in selling her artwork at a market on the second Pentecost day (yeah in holland we pretty much double down on every national holiday). She sold a ton and we had fun, the very direct contact with customers is always nice. The rest of that week was more of the same.

    Inbetween I sowed the seeds for some new projects in the latter half of this year and early next year. If even one of them goes through it’s going to be a good year. But they’re largely dependent on subsidies so we’ll see how it goes. Just the fact that I’m being asked for these things more and more is a calming thought in the black void of freelance work.

    At the end of the week I decided to make work of upgrading my legacy hosting account. I’ve been displeased with the speed of my websites for a while now and considered switching to a different provider, but then I decided to call Godaddy support and see what I could accomplish. And I came out with an upgrade to their latest server technology, locked in for 5 years for the price it would normally cost for 2 years, and a free file and database migration worth another 150 bucks. Plus a fun conversation about art with the tech support guy, an amateur artist living in Dublin.
    I was surprised that nothing broke in the process; the only thing I had to do over the weekend was re-hook-up the posts database to the off-stage wordpress. So now all my sites are back online and working spiffy.

    I’m going to stop doing dailies for a while, or at least discard the backlog when I pick it up again.

    Next week: Home Rule beta 2 wrapup.

  • Week 96 – lights, camera, UX

    This is a weekly recap of what has been going on in my professional life. It’s to keep track of what I’m up to and to give you a peek at what it’s like being an independent creator. For illustrated depictions of these events, visit my daily comics page.

    On tuesday we started the third Home Rule sprint at the Hubbub studio. New addition this sprint is Niels ‘t Hooft, who is taking care of the story content. On friday we had another meeting to discuss our progress. Alper and I mostly worked on designing new features this week and setting everything up so we can get going once the full storyline is ready this week.

    Inbetween I worked on Reconquista some more, getting it ready for release. I added some extra props to the level, optimized the performance a bit and experimented with gamma color space vs linear color space + tone mapping, and I’m still not sure I understand it exactly but the colors look much better now at least.

    RQ04

    I also spent an inordinate amount of time researching a new laptop powerful enough to play The Witcher 3 on, which comes out this week. Not since my days as a young gamer with a desktop PC had I compared graphics cards so thoroughly, or thought about clock speeds, teraflops and heatsinks. It was awful, but I found a good one that I might buy sometime soon.

    I closed the week out by celebrating my birthday in Amsterdam at a small festival. Seeing how happy and kind everyone there was, and the artists having fun, and supporting each other from the crowd, it felt like such a far cry from the worries and the vitriol in the games industry lately. It definitely lifted my spirits, and I hope we can all be a little more like those people.

  • Week 92 – Three deadlines and a playtest

    This is a weekly recap of what has been going on in my professional life. It’s to keep track of what I’m up to and to give you a peek at what it’s like being an independent creator. For illustrated depictions of these events, visit my daily comics page.

    It’s been a busy week!

    Hubbub was finishing up the first beta for Home Rule on monday and tuesday, and at the same time I was drawing hard for the Suitkees project, as that soft deadline turned into a hard deadline for the end of the week. And in the meantime I had to finish up my #wizardjam entry. Luckily I had been smart and done most of the work on that over the weekend, so all I had to do was make some promo art and write a description for the itch.io page. I did that on wednesday morning and launched the game before heading to the war museum in Oosterbeek with the Hubbub guys to playtest Home Rule.

    Tim and Alper

    It’s been a while since I did an actual in-person live playtest on location. The target audience is kids 8-12, and they are always fun to work with. And to our surprise they really picked up on what we were trying to do and had fun playing the game. It was nice seeing them contemplate aloud the moral dilemmas people in a warzone have to face. We came away with a bunch of good feedback and happily dug into some pizza at the end of a succesful day.

    On thursday I finished up the Suitkees drawings, sent them out and then went to the housewarming for the Dutch Game Garden in their new home next to Central Station. I ran into some old friends and made a few new ones, and generally felt glad to be part of this industry. It was nice to be among peers again and I considered one day getting an office there when business gets good enough.

    Once that was all behind me it was time to unwind. I spent most of Friday making my portfolio website responsive and mobile-friendly, and I got pretty far with it. And over the weekend I fired up Shadow of Mordor with the intent of finally finishing it. When you’re purely interacting with its mechanics and ignoring the story, that game is so good.

    Next week: A late start after Kingsday and planning new ventures.

  • Week 91

    This is a weekly recap of what has been going on in my professional life. It’s to keep track of what I’m up to and to give you a peek at what it’s like being an independent creator. For illustrated depictions of these events, visit my daily comics page.

    Being your own boss is no field trip. One week it feels like the business is on fire, the other like I’m living on borrowed time. Especially around tax time when I can hand 21% of what I’ve earned back to the government. But one of the big improvements to my business I’m instituting this year is time tracking. I used to track my time with just a txt file for client projects where I had billable hours, but I never tracked all the hours I spend on my own games, comics etc. And those are far and away most of the hours I put in. So I’ve started using Toggl. It’s free and perfect for what I need. I worked with it before at Paladin, and I saw Kars using it at Hubbub recently and thought oh yeah that’s smart.

    Speaking of Hubbub, we’ve been whittling away at the beta for Home Rule. It might have been kind of ambitious to try and recreate the iMessage interface in Unity, but Alper got pretty far with it. This week is more tweaking and improvements to get everything ship-shape for the playtest tomorrow.

    I figured I’d have more work of Home Rule this phase, with the concept redesign following the alpha and all that, but Kars did a great job doing the heavy lifting on the game design. This freed up some time to work on the Transavia illustrations for Hoog+Diep. I sent out a test illustration previously which was liked, so I sketched out all the illustrations in greater detail. On friday Transavia and Neckermann looked at it again and they were very positive.

    Inbetween I found some time to start on my #wizardjam entry, a gamejam held on the Idle Thumbs forums. I had wanted to participate in #adventurejam but the timing didn’t work out, so this was a nice way to still get jammin’, and the Idle Thumbs episode titles proved ripe ground for ideas. I’m working on a small topgun-jetfighter-switches-flipping game called MaydayMayday Cockpit Freakout, which I plan to be releasing tomorrow.

    It feels like I’m jumping from project to project, but since MaydayMayday is tiny and has a definite deadline it takes precedence over Reconquista, which I’ll also be releasing soon. Reconquista just has a few loose ends in the design which make it hard to finish.

    On top of that I also got an interesting call from Menno at Mindbreaker Games. They’re working on a P&C adventure game and are crunching out a demo for a grant proposal, and if that goes through they might want to work together, as our interests and goals are similar. So more on that in the future perhaps.

    Next week: bustin’ to get all these projects done on time.

  • Week 90

    This is a weekly recap of what has been going on in my professional life. It’s to keep track of what I’m up to and to give you a peek at what it’s like being an independent creator. For illustrated depictions of these events, visit my daily comics page.

    This workweek had a late start because I only got back from my much-needed Easter break on tuesday. With a fresh mind I jumped back into it on wednesday with a status update call with the guys at Hubbub, and after that a call with Pieter at Hoog+Diep, a design agency that contacted me to do the promotional art for their new app. They found me through the work I did for KLM and their app also has to do with air travel. That afternoon I finally caught up with my backlog of daily comics.

    On thursday I worked my side job and stopped by the Hubbub studio afterwards. Kars presented me his new ideas for the flow of the home rule beta, and I went home to mull them over. Then I made an art test for Hoog+Diep, and I’ll hear more about that next week.

    On friday I made the last few missing daily comics and made some mockups to go with Kars’ new ideas. Afterwards I went for a bbq at the park with friends, which knocked me (but mostly my stomach) out for most of the weekend. Woof.

    Next week: Like I didn’t have enough to do, I dabble in the Idle Thumbs game jam.

  • Week 89

    This is a weekly recap of what has been going on in my professional life. It’s to keep track of what I’m up to and to give you a peek at what it’s like being an independent creator. For illustrated depictions of these events, visit my daily comics page.

    On monday I started out helping my friends unload containers at their warehouse again. It was a nice way to start off the week with some physical activity. Then I ran errands and updated the blog and such. There was a terrible storm that evening and I was glad to be inside.

    On tuesday I worked my side job and then stopped by the Hubbub studio in the afternoon to kick off the new beta phase of Home Rule, the game for war museums. We came up with some rad ideas to start working on, and after that I stuck around to fiddle with my game a bit. I also thought of a concept for the Adventure game jam that starts next week.

    On wednesday I sketched out some designs for the Home Rule beta and pushed a few fixes and features down the pipeline for my own game, and sent a beta version out that evening. I didn’t receive any bug reports, which is also an interesting contrast to the sort of games I usually make. 2D (adventure) games are strung together by interdependent logic and a specific flow of events, something which is ripe for things to break or execute in the wrong order, while this game lets you roam free and really only has two spots where it forces some rigid code on you, so essentially there are no bugs. That feels weird.

    I think I’m going to call this game Reconquista, a suggestion by Alper. It communicates the theme and the setting nicely in one catchy word.

    This game poses a dilemma though, because on the one hand the experience that I wanted to communicate with the game is there and I want to release it, but on the other hand my game developer instinct wants to add more actual gameplay and make it a real ‘game’ that I could charge for. I think I’ll have to trawl itch.io a bit to see how other people are handling this. If you have sage advice feel free to share in the comments.

    On thursday I had a call with Kars and Alper to discuss the designs we had done for Home Rule so far, and on friday I called with Alper again to see what the next steps would be for the beta. He was going to work on that into next week while I went of a short Easter vacation with the girlfriend to the island of Texel, which turned out fun and relaxing. I tried to catch up on dailies before then but holy shit I was far behind. The backlog should go up today or tomorrow.

    Next week: a return to civilization and a new assignment.

  • Week 88

    This is a weekly recap of what has been going on in my professional life. It’s to keep track of what I’m up to and to give you a peek at what it’s like being an independent creator. For illustrated depictions of these events, visit my daily comics page.

    This week I spent a good chunk of time filling out a grant application for Creative Europe Media, a European Commission that offers support for interesting video games. Though because it has to go through the European Commission there is a ton of procedure to follow – making accounts, registering my company, discovering that the registration system the dutch Chamber of Commerce used when I registered two years ago has been changed, googling to find the correct code for the new system, and then generating a fancy pdf form and filling that out. 21 pages of complicated questions, some of which I didn’t really have an answer to. One thing is that I got the feeling they are thinking in a waterfall schedule, where milestones and deadlines are set in stone. I’m doing this project by myself, so I can’t already estimate in hours how long I am working on each phase. The budget was a monster to wrangle as well, but I managed to fill everything out on time, and the guys at the Vechtclub were very supportive when I told them about it on wednesday.

    The reason I was at the Hubbub studio on wednesday was to brainstorm about the direction of the museum game project (I’ll start using the official codename SHACHI from now on because I’m getting tired of typing ‘museum game project’). We had a cool prototype, but it kind of existed outside of the targeted museums, instead of being integrated in the exhibit. It was a tough nut to crack but we came up with something really interesting. More on that soon as we start the beta phase.

    On thursday I sketched up some mockups for the new idea so that Kars could use them in the client meeting, and then I went to Amsterdam to have dinner with my old couchsurfing buddy Troy. This was the first time we were both back in Amsterdam again after I had moved away from there, so for both of us it was a welcome reunion with a lovely city, I thought that was interesting.

    Friday I was spent, so I passed the time catching up on my backlog of games. I finished the Spiderman and Guardians of the Galaxy playsets in Dinsey Infinity, and reflected on how brilliantly simple their game design is. They get the core of the characters right, give you a playground to exercise their abilities until you have mastered them, and it’s exactly long enough that you don’t tire of it too much. Then I played some MGS Ground Zeroes (big fan also) and upgraded some of my other game projects to Unity 5.

    Next week: Getting my short game into beta state for real and deciding whether I’m going to participate in the upcoming AdventureJam.

  • Week 87

    This is a weekly recap of what has been going on in my professional life. It’s to keep track of what I’m up to and to give you a peek at what it’s like being an independent creator. For illustrated depictions of these events, visit my daily comics page.

    Having finished the first phase of the Museum Game project, this week was a bit of a breather, and an opportunity to get into gamedev on my short game whole-hog.

    I started by drawing some dailies, but the antics of the cat that night had left me with a bit of sleep deprivation so it didn’t go so fast. On tuesday we ran errands and enjoyed the spring weather, and wednesday I got into knocking out some features. I’m really enjoying working on a 3D game, but the danger in that is that you can endlessly tweak little details and move them around, whereas in 2D you generally want to sketch that all out in advance and then Just Make It™. So I did at least one big feature still on the to-do list a day, from a win / lose condition to building geometry and constructing the general game flow. It’s mostly an exploration game and it’s quite short, but it does need some structure.

    This is a moodboard I made to illustrate the tone and look I want to go for. It’s a challenge to figure out exactly how to replicate the different aspects like lighting and contrast, and getting that dense foliage feeling without sacrificing visibility or performance.

    moodboard

    And a look at a WIP area.

    Next week: Hopefully beta-testing, and writing a Black Feather Forest proposal for the Creative Europe open call for game funding.