This will be the year that my team and I release Gravity Ghost, hooray! We have every milestone scheduled from now until our (as-yet-unannounced) ship day. Now all that’s left is a metric craptonne of work. I love it when a plan comes together.
I invite you to follow our progress at the Gravity Ghost devlog, where you too can learn the secrets to indie game development. You’ll also find tangentially game-related comics, like this one.
Although we’re a few weeks in already, I like to use the new year to evaluate my goals for the next 12 months (besides “more puns”, which is always on the list).
Here are a few of my professional goals for this year, in no particular order:
- Teach game development/programming to more young people (next week ends my third year of teaching the Indie Game Sprint at Columbia College, so we’re off to a good start : )
- Learn C# (or rather, learn it properly, not just enough to make simple prototypes)
- Improve my illustration, especially digital painting
- Start doing something comics-related with some regularity
- Learn more about DIY marketing
- Teach/lecture in more new places
- Find more silly words that rhyme with blog
I’m happy with how my independent games career has come along these last 8 years. It still astounds me that this actually is a career. Back when I started, “video games” were always big-budget studio titles. Having any creative input on a video game at all meant you needed to have 10 years of industry experience (or so the prevailing wisdom said).
My game development started as a hobby in a practically non-existent niche (I didn’t hear the word “indie” applied to games until about 2008 – before that, we were “amateur” or “freeware” developers). I expected my audience to be in the hundreds. So much has changed. Thanks for sticking with me and supporting me and my work – I’m so lucky to be able to create the worlds I do.