In November I set out to dedicate some time to playing indie games. Partly as research and inspiration toward making my own game, and partly to make fun a priority. I played two games. Little Nightmares II, a sequel to a puzzle-platformer that I first played years ago. The second, a game called Control. A trippy action-adventure game that I also first played a few years back, but has since had new content released for it. Loved them both.

I’ve learned so much about game dev over the past few years, and playing through that lens has been a fun new experience. Little Nightmares was actually created in the same game engine I’ve been learning. It was cool understanding how something was most likely working behind the scenes, and in other cases not fully understanding but reverse engineering it as best I could.

I play games so infrequently these days, that I don’t know when I would’ve had the chance to experience these two, if not this month. That’s why I was fine bending the rules a little, since neither of these would be considered indies. Control cost over 30 million dollars to make, and the ending credits scrolled for several minutes straight. It’d be impossible for me alone to create something even remotely close to the same standard of either of these games. Even still, I had fun experiencing them, and feel inspired by them and all the same, and that was the whole idea.

Dialing in the design and materials for the Greenfield protagonist, and reaching a visual one-to-one between desktop and mobile.

Well over a day had passed before I even realized I got a very, very small feature on the Unreal Engine Twitter account this weekend. I was pretty surprised. It means this image hit the eyes of somewhere in the neighborhood of half a million people. Don’t really know what that equates to, if anything at all, but I know it felt good to be acknowledged even if in the smallest way by the very people connected to the software I’ve been trying my hardest to learn.

This week saw building and lighting a new environment for Greenfield. Sculpting light and controlling the eye is always an easier task without the distraction of color.

One of my resolutions this year was to learn Unreal Engine. We’re in October now and I feel like I’m getting somewhere with it. Over the past few months I’ve been using the software to make a game, but really making a game to learn the software.

This screenshot is from a game I’ve been working on. It’s a long ways from being shippable, but it marks real progress that took a lot of time and effort to arrive at. So much so, that it limits what I can do on Six Foot Giraffe. I don’t want to stop posting here, but don’t want to slow my progress any more than I have to either. Truthfully at this moment, I’m not even interested in doing anything else anyways.

I’ve worked in the field of design, particularly for motion graphics and advertising for over 13 years now. Enough time to have gotten very good at it, and well paid for it. I still like the work, but for the most part it’s not as thrilling as it once was. Back when I was just a Junior Designer and still coming up in my career, it was more pleasure than it was work. Where 10 hour days still weren’t enough to get my fill. Everyday I was learning something new and becoming a stronger designer than I was the day before. It was thrilling, and it was addicting.

These past few months of learning and exploring Unreal Engine has me feeling that long lost excitement again. Even in the those moments where it’s not going smoothly, I still find it so exciting to learn something I wasn’t able to do the day before. That’s the gist of why I really don’t want to do anything else right now. Like I said though, I don’t want to stop posting here either. So the obvious thing to do is to keep posting, but for the most part only about development. Never really done anything like that on Six Foot Giraffe, but I’m giving it a shot and seeing if it takes.