I’m going to make another game. Hooray!
At this point this is more of a declaration of intent than an actual announcement, mostly because I have nothing to announce – I’m still kicking around ideas at the minute, but I’m aiming to turn these vague ideas into an actual game some time this year. Possibly something bigger than last time, or maybe a few little quick fun things to give myself more practice at the whole process of making a game, from beginning to end.
Having been incredibly busy with day-job digital all year I’m planning to take some time off to do what I really want, which is to make games. Digital media is great as a job to keep the wolf from the door but the lack of creative control can be incredibly frustrating, especially when it comes to making games for other people. I want more control and more creative freedom – and this is best way to get it.
I’ll be blogging some of the rough ideas for games I’ve got, partly because they might be interesting but also because I think that putting ideas down in words makes you think about things a lot more. Trying to capture ideas in a sentence or two can really help crystallise a concept, and in making the idea easy to grasp for other people I’m also making it easier for myself (and hopefully the player, in the long run).
It’s easy (and fun!) to throw ideas around and start things, but much harder (and significantly less fun at times) to see something through to completion and release. CUBD was the first game I’d finished and it feels like a real achievement; having done it once I’ve got a much better idea of the huge amount of work involved in actually finishing something, so I feel much more prepared for it this time.
Having even one finished game in my portfolio has been really good for me – on a personal level as an aspiring games maker and professionally as “someone who sees things through”. A bunch of half-finished things is no good to anyone, no matter how good the ideas are. The fact that I released CUBD as an iOS app has also opened a lot of doors. Flash on the web isn’t the sure bet that it used to be, but Flash has proved to be a great way to develop mobile apps and games, and that’s let me transplant my years of web experience into a whole new market.
I learned a lot from making CUBD, not least that you can’t just make a game and then start marketing it if you want it to succeed. While I’m still not expecting to get rich off whatever I make, it would be nice to attract a larger audience and (gasp) maybe even some media attention; blogging the dev process is part of that effort. So stay tuned, and get involved – I’d love to hear what you think about the ideas, prototypes and betas I’ll be putting out.