“Hello Edinburgh!” – January 2023

So, here’s my first monthly update, and what a month it has been!

I’m very happy to announce that today I have started as an Associate Designer at Rockstar North in Edinburgh!

I’ve been a fan of the Grand Theft Auto series since I got a copy of GTA III for my 6th birthday (lol). I feel incredibly lucky and privileged to have the chance to work with the talented people behind some of my favourite games such as GTA V and Red Dead Redemption.

The team were incredibly welcoming and I’m very happy to call Edinburgh my new home. I look forward to exploring the city and also having a part to play in the future of Rockstar Games!

(And of course, any views expressed on this website are my own and in no way represent Rockstar Games or Take Two Interactive)

Blender Renders: 2 out of 12

I finished my first two renders earlier this month. First I made a Power Cell animation from the game Jak and Daxter, then I made a render of the Master Sword from The Legend of Zelda. Getting two done in January is a good start since I don’t think I’ll be able to keep pace of 2 renders per month now that I’ve started my full-time job.

I would like to do another simple render next month. Nothing too crazy with the model itself, and something where I can play around a bit more with composition and lighting. I’ll see how it goes in 4 weeks!

Personal Game Devlog: What to make? (I ramble a lot here)

In between preparing for my move to Edinburgh and making some Blender renders, I spent a bit of time figuring out what game I want to make by myself this year. Just like everybody else, I have a ton of game ideas. But ideas are cheap and execution is what counts. So before I actually make a game, I need to decide on what idea interests me the most and to be honest I’m in a proper state of analysis paralysis right now. Suffice to say, I haven’t decided yet…

Why can’t I decide on a game idea? I’m definitely overthinking it a lot, but here are a few problems:

Overscoping

Most of the concepts I am interested in end up as games with a scope so large that it would require a team to make and therefore would be completely unreasonable to develop solo in a few months. Everyone who has ever tried to make a game runs into this issue right away. Thankfully, I’ve gotten better at recognising when the scope is unrealistic. Unlike when I was a teenager, I know I cannot make an MMO by myself. But a single-player immersive-sim RPG? So tempting, I’d love to do it, but still too ambitious for one person…

Uninterested in making “tiny” games

Yes, I know that the classic advice is to make tiny games and in doing so you slowly learn the technical skills required to make larger ones. That is definitely great advice – I have learned a ton by making games as part of 1 Game a Week. There’s still an ocean of things I still need to learn but I just don’t want to keep making tiny games. So that’s why I’m trying to go for something a bit larger than what I’ve done before, while still giving myself time to work on it.

October soft deadline

I’ve already given myself a soft deadline of October to release a game. I also want to make a game that is larger than what I’ve made before. I think that’s a reasonable timeline, but I want to be confident in the game’s vision so that I don’t pivot the project halfway through and suddenly I’m targeting April 2024 as a release date.

Part-time Project

Even though October is a few months away, I will have a limited amount of time to work on this solo game project since I’m prioritising my day job. So with that in mind, I think it makes sense to make a game that plays it safe with the design so that it requires less playtesting to validate ideas. Not saying I’m going to make a complete ripoff of another game, but maybe I’ll play it relatively safe when picking the game I want to develop.

While writing this post I came across an article by PC Gamer that talks about how indie devs are creating “micro” RPGs, and it got me thinking about my own goals for game development projects. I realised that I end up thinking of trying to make games that are either commercial in scope, or are a stepping stone to a commercial project. Which to be honest I don’t think is the right way for me to make games solo.

I also think that if I immediately aim for the end result of “a game that makes money”, I’m going to act in a risk averse manner and not make anything creative or original, which won’t be very fun. So I think I should really not worry too much about the game having broad appeal and instead try my best to make a small interesting and unique experience, that resonates with a small audience. Which seems obvious to be honest, considering that people don’t go to indie sites like itch.io for mainstream hits.

This section has gone on for longer thatn I would have liked and there’s still a hundred different thoughts I have about this. But as I said at the start, I’m overthinking this.

So I think the best approach is to take an idea for a small game and see how much I can expand it, rather than take an idea for a large game and try to shrink it down. It’s like writing Tetris and then adding rules and modes to expand the scope, instead of starting with something like a CRPG where removing something can destroy the game balance and experience.

I’m going to stop now because I’ve overthought this way too much and I really just need to start sorting my game ideas so I can prototype the low complexity ones.

Thank you for reading my rambling devlog, next one is going to be more coherent!

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