Meet Roy. I think that’s his name, still working it out. He’s an aging Repair Technician for the Greenfield Power Company. I think he has a more interesting story to tell than the boy with the umbrella, so I’m gonna give him the lead. Really feels like I’m never gonna be able to complete this project, but even still, I’m having fun imagining the world and all its inhabitants.
The thing about working alone on a project that would normally be done by a team of people, is you’re going to end up wearing a lot of different hats. Somedays you’re an artist, somedays a programer, and other days a graphic designer making a pause menu and control system that’s bound to confuse even the brightest among us. Keeps things interesting to say the least, and if any of those hats ever start to feel a little too tight, you just put a new one on.
Building out some environmental puzzles while I continue developing the art direction for Greenfield. Feeling momentum now. Making an image in your mind’s eye visible to anyone, takes time and takes effort. When you can get it right though, and seen just the way you see it, it’s really something.
Revisiting and refining the design of the protagonist in Greenfield. I like the idea of keeping the face featureless, so players might project their own emotions onto the character based on their own experience in the game. Or to sound less full of it, I just like the way it looks.
More adventures in game dev. This tool I built takes a square tessellated plane and manipulates its scale to make something that resembles a terrain. I can then map other objects to it, like grass, weeds, rocks, bushes or anything else I’d like. I can get even more granular and control different properties of those objects too. I can connect that piece of terrain to any other as if they were legos and quickly build out an entire environment in just a few seconds, with just a few clicks.
I wrote the logic for this once, and that took time, but I can reuse it over and over again, able to create an infinite number of variations. It’s a essential concept in Unreal that I’m still wrapping my head around to be honest. I can tell you with certainty though, using tools to make new tools is pretty satisfying.
2020 was a mess on a lot of fronts, but a bright spot for me personally was following through on my resolutions. My biggest and toughest resolution was to learn Unreal Engine. A year later, it’s honestly still a work in progress. I’ve been simultaneously learning the interface, art pipeline, animation pipeline, visual scripting logic, and performance optimization among other things. Somedays feel like I haven’t come very far at all, but others feel pretty good, considering less than a year ago the program wasn’t even installed on my computer yet. Hopefully it’s upwards and onwards from here, but it’s hard to say. As much fun as it is, it still feels incredibly daunting. Here’s a small peek at a game I’ve been developing with what I’ve learned so far:
My second resolution was to exercise at least every other day. Above all else, this one made sure a missed day or two didn’t snowball into a completely derailed week or month. Seemed like a cycle I’d been stuck in the past few years, but this simple rule got me out of it. I made exceptions to let my body bounce back from injury or for a long weekend getaway here and there, but for the most part I nailed it. It’s formed into a habit at this point, and hoping to keep it that way.
My third resolution was to avoid hangovers. I know, I know, the depth of my shame is bottomless. I wasn’t exactly swearing off alcohol, but I’ve long been ready to swear off hangovers. I drink socially, so the pandemic really dropped my consumption this year, and in turn lowered any chance of being hungover to begin with. Even so, I still fell short on a few occasions. At least three I can think of. It wasn’t perfect, but it was more wins than losses, and if I can keep it in the front of my mind, the record should be an undefeated one soon enough.
Lastly, I took a shot at some monthly challenges throughout the year and reflected on my experiences with them month by month. In short, I ended up satisfying some curiosities, kickstarted some better habits, and knocked back a few bad ones.
All in all, it was a win in a challenging year. I’d never done anything like it and ended up having a lot of fun with it. So much so, that it feels weird to just stop down at this point. So I think I’ll keep on. More on that later.
Work has been spotty for me in the wake of the corona-virus pandemic. But every cloud has a silver lining.
On almost a daily basis since the beginning of the year I’ve dedicated some time to learning Unreal Engine. The hope is to become proficient enough to create and publish my own video games. Something I’ve wanted to do as long as I can remember. It’s been half an hour here, ten minutes there. Whatever I can do to get any closer. Slow but steady.
With the unexpected drop in work, I’ve been able to focus an amount of time and energy that’d otherwise be impossible. Ten hours a day instead of ten minutes. There are growing pains, but I’m seeing real progress and it feels good.