My Wife and I Made an Indie Game and it Made Millions!

Eastshade Studios
17 Feb 202414:44

Summary

TLDRThe speaker recounts the daring journey of quitting stable jobs to develop an indie game, 'Eastshade,' for five years. With life savings depleted and a move to the speaker's grandmother's house, the game eventually shipped, earning millions and changing their lives. The narrative details the game's evolution, from solo development to a full team effort, the innovative painting and inspiration mechanics, and the challenges of marketing and launch day. The story is a testament to the power of ideas, commitment, and the transformative impact of pursuing one's passion.

Takeaways

  • 💡 The speaker and his wife quit their jobs to pursue an indie game development dream, investing all their savings and eventually achieving success after five years.
  • 🎮 The game 'Eastshade' was inspired by the desire to create a strong sense of place and was developed with a focus on a cozy, safe environment for players.
  • 🔥 A pivotal moment in the game's development was the 'painting mechanic', which was designed to reward players for exploring and experiencing the game world at a leisurely pace.
  • 💡 Another innovative feature was the 'inspiration mechanic', tying player actions like reading, relaxing, and listening to music to the game's core gameplay loop.
  • 👥 The development team grew over time, with significant contributions from the speaker's partner Jacine, a composer, a character artist, and additional contractors for specific tasks.
  • 🏆 Despite facing financial challenges, the team managed to complete and launch the game, which has since made millions and changed their lives.
  • 📈 The speaker emphasizes the importance of marketing, detailing various strategies such as creating polished assets, hiring a PR company, and being active on social media.
  • 🏠 A memorable anecdote from the script is the team living with the speaker's grandmother during the final stages of development to save costs.
  • ❄️ The launch day was fraught with challenges, including a massive snowstorm that threatened to disrupt the game's release, but was resolved just in time.
  • 🍰 A touching moment was the 'Eastshade Pie' made by Jacine as a special gesture for the launch day, highlighting the personal investment in the project.
  • 🚀 The success of 'Eastshade' has allowed the team to become a self-funded studio, with the freedom to pursue future projects without financial constraints.

Q & A

  • What was the motivation behind quitting jobs to create an indie game?

    -The motivation was the desire to create their own game, inspired by the success of other indie developers who managed to create impressive games solo or with minimal teams.

  • How did the initial development phase of Eastshade compare to later years?

    -The first year was filled with pure inspiration and a burning desire to create, which gradually turned into commitment as the project progressed and financial investments grew.

  • What role did Jacine play in the development of Eastshade?

    -Jacine started contributing significantly in the second year and by the fourth year was working full-time on the project, responsible for design, writing, UI art, in-game illustrations, and the conception and design of key game mechanics.

  • How did the team address the issue of survival mechanics conflicting with the intended feel of the game?

    -They introduced the painting mechanic, which rewarded players for taking their time and immersing in the game world, aligning with the game's theme of a strong sense of place.

  • What was the inspiration mechanic and how did it impact the game?

    -The inspiration mechanic involved creating paintings that cost inspiration, with new experiences in the game world replenishing it. This mechanic harmonized the game's theme and mechanics, encouraging players to engage in cozy activities that rewarded inspiration.

  • What promotional strategies did the team employ for Eastshade?

    -They created polished marketing assets, hired a PR company, carefully planned timing for releases and announcements, actively participated in social media, wrote articles on gaming sites, streamed development, attended conventions, and conducted interviews with various websites.

  • What challenges did the team face during the launch of Eastshade?

    -They faced financial challenges, requiring them to move in with family to save costs. Additionally, a major snowstorm during launch week caused power outages and threatened the timely release of the game.

  • How did the Russian localization issue affect the game's reception?

    -An issue with the Russian localization caused text fields to shrink with each repopulation, leading to illegible text. This was quickly fixed, but pirated versions without the update continued to circulate, making the bug more noticeable.

  • What emotions did the developer experience on the eve of the launch day?

    -The developer felt a mix of worry about the power outage and the inability to fully enjoy the momentous occasion due to the focus on ensuring a successful launch.

  • What was the significance of the Eastshade Pie made by Jacine?

    -The Eastshade Pie symbolized the special effort Jacine made to mark the launch day, despite the challenges they faced, and it brought emotional significance to the developer.

  • How does the developer view the success of Eastshade and its impact on their future projects?

    -The developer is immensely proud of Eastshade's success and fulfillment from its completion. The financial security it provided allows East Shade Studios to self-fund future projects, giving them the freedom to pursue their creative whims without external funding pressures.

Outlines

00:00

🚀 Indie Game Development Journey

The narrator recounts the bold decision to quit stable jobs and invest five years of time and life savings into developing an indie game. Despite financial struggles, they persevered, eventually releasing a successful game that generated millions in revenue. The journey began with a dream job at a game studio in 2010, which ignited the desire to create a personal project. Inspired by the success of other indie developers, the narrator left a comfortable job in 2013 to pursue 'East Shade' full-time. The development process was marked by intense inspiration, commitment, and the gradual involvement of a partner, Jacine, who contributed significantly to the game's design and mechanics. The team expanded to include a composer, character artist, and additional contractors, all working towards the game's successful launch.

05:01

🎨 Design Innovations and Marketing Strategies

This paragraph delves into the creative process behind 'East Shade,' highlighting the 'Eureka' moments that shaped its core mechanics. The initial idea of survival mechanics was replaced with a painting mechanic that rewarded exploration and immersion. Another key feature was the 'inspiration mechanic,' which tied auxiliary actions into the game's core loop. The narrator also discusses the game's marketing efforts, which included polished marketing assets, PR support, strategic timing, social media engagement, articles on game development sites, live streaming, and participation in industry events. Despite the challenges, including a major snowstorm during the launch week, the game successfully launched with a minor bug that was quickly fixed. The story underscores the power of innovative ideas and careful marketing in the success of an indie game.

10:02

🏆 Reflecting on Success and Looking Forward

The narrator reflects on the fulfillment and pride of completing 'East Shade,' a game that exceeded initial expectations. They express contentment with their achievement, even considering the hypothetical scenario of it being their life's work. However, they also share a sense of loss for the forward-looking excitement that came with the anticipation of the game's development and release. With the game now self-funded and successful, East Shade Studios is positioned to work on new projects without the pressure of financial backers or publishers. The studio is eager to create their next game, aiming to surpass 'East Shade' in every aspect, from scope to polish and personality.

Mindmap

Keywords

💡Indie Game

Indie Game refers to a video game that is developed and published independently of the large game studios and publishers. It is a key concept in this video as the speaker discusses the journey of creating an indie game, 'East Shade,' which was developed without the backing of a major publisher and became a financial success.

💡Life Savings

Life Savings is the total amount of money a person has saved over their lifetime, often set aside for emergencies or significant investments. In the context of the video, the speaker and his wife used their entire life savings to fund the development of their indie game, highlighting the high-risk venture they embarked on.

💡Game Studio Job

A Game Studio Job refers to employment within a company that develops video games. The speaker mentions landing his first game studio job in 2010, which was a foundational experience that fueled his desire to eventually create his own game.

💡AAA Games

AAA Games, or Triple-A Games, are high-budget video games produced by large studios with significant marketing and development resources. The speaker contrasts his experience working on AAA games with his decision to pursue the indie game development path, emphasizing the difference in scale and risk.

💡Inspiration

Inspiration in this context refers to the creative drive or motivation that fuels the creation of a work. The speaker describes the intense inspiration he felt daily during the first year of development, which later evolved into commitment as the project progressed.

💡Commitment

Commitment is the dedication and persistence to a course of action over a long period. The video's theme of commitment is evident as the speaker discusses the transition from initial inspiration to the sustained effort required to complete the game development over five years.

💡Mechanics

In game development, Mechanics refer to the systems and rules that govern how the game works. The speaker mentions several key mechanics in 'East Shade,' such as the painting and inspiration mechanics, which were central to the gameplay experience.

💡Eureka Moment

A Eureka Moment is a sudden realization or idea that provides a solution to a problem. The video describes two such moments in the game's design process, where the painting and inspiration mechanics were conceived, significantly influencing the game's direction.

💡Marketing Assets

Marketing Assets are promotional materials used to advertise a product, such as trailers, screenshots, and press kits. The speaker details the creation of polished marketing assets for 'East Shade,' which played a crucial role in promoting the game to potential players.

💡Localization

Localization is the process of adapting a product to a specific locale or language by adding regional or cultural characteristics. The video mentions the localization of 'East Shade,' particularly an issue with the Russian version of the game, which required a quick fix post-launch.

💡Self-funded

Self-funded refers to a project or business that is financed by its creators or owners without external investment. The speaker concludes by highlighting that East Shade Studios is now self-funded, allowing for independence and creative freedom in their future projects.

Highlights

Couple quit jobs to develop an indie game full-time for five years, investing all their life savings.

The game development journey lasted five years and resulted in millions in revenue.

The developer's first game studio job in 2010 inspired the dream to create his own game.

Observation of successful indie games in 2013 motivated the developer to pursue his own project.

The developer struggled with a single-project focus and decided to go indie with years of savings.

East Shade development began solo but evolved with partner Jacine's contributions in design and other areas.

Jacine's involvement grew to full-time, significantly influencing the game's mechanics and design.

The game's composer and additional contractors played crucial roles in the game's development.

The painting mechanic was a breakthrough, aligning with the game's theme of exploration and immersion.

The inspiration mechanic solved existing problems, creating harmony between theme and gameplay.

Marketing efforts included polished assets, PR, careful timing, and active social media presence.

The developer participated in industry events and received valuable coverage, impacting the game's success.

A significant snowstorm during launch week threatened the game's release but was overcome.

The emotional impact of the game's launch was profound, with personal sacrifices and efforts culminating.

Post-launch, the developer felt a mix of fulfillment and the loss of a long-term dream focus.

East Shade Studios is now self-funded, with the financial freedom to pursue new projects.

The studio aims to create a new game that surpasses East Shade in every aspect.

Transcripts

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it's true my now wife and I quit our

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jobs like crazy people and went fulltime

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on an indie game for five years spending

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both our entire life savings and then

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some ran out of money moved in with my

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grandma bet the entire farm and

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eventually shipped a game it changed our

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lives forever it's been 5 years and it's

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made Millions this is the

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story I landed my first game Studio job

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in 2010 and ever since then I knew that

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one day I'd want to make my own game I

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always assumed it would take a lot of

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money and that no publisher was likely

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to hand it to me to try so I saved

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religiously assuming I'd have to hire a

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team to build something substantial I

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thought it was going to take a very long

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time to build up the funds but my

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Outlook changed in 2013 when I saw a

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number of Indies creating impressive

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products Solo or near solo I'd been

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working on what would become eade at

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home in the Wei hours for months and was

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making good progress my inspiration

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burned so hot I was finding it hard to

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get to bed which resulted in severe lack

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of sleep some people can manage to work

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on their indie project while holding a

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regular job but I've always had a very

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single project mind and struggle with

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multiple projects I knew I could only

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keep doing one I had to choose between

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continuing with my cushy job in AAA

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games or going

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Indie with years of savings stockpiled

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in December of 2013 I quit my job at

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Sucker Punch Productions as an

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environment artist to go full-time on

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East Shade I knew I could pinch pennies

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to make the savings last and with no

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children or mortgage my tolerance for

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risky Financial moves was high the first

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year of East Shay development was a very

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special time in my life imagine a moment

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of pure inspiration the feverish kind

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that burns so hot it gives you

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Goosebumps or maybe that only happens to

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me I felt that burning inspiration every

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day the inspiration wanes slightly each

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year and eventually gave gave way to

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Commitment which as it turns out becomes

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easy to hold when you're 3 years in and

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have invested your life

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savings in the last year when I had

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sight of the finish line neither

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commitment nor inspiration seemed

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required as the thrill of finishing and

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releasing the moment I'd been

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fantasizing about for so long was all I

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needed to keep

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swimming I started e shade alone but

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fortunately I didn't have to finish

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Alone by the second year my partner

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jacine was making major contributions in

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design writing UI art and in-game

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illustrations by the fourth year she was

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working on the project full-time and

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doing Quest markup mapping and testing

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most of the game's Hallmark mechanics

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were of her conception and design

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including the painting mechanic itself

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as well as the inspiration mechanic in

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addition to her high level art chops she

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has grown into the best game designer I

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know and it's safe to say the game would

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have been wholly unrecognizable without

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her Beyond Myself and Jacqueline our

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composer the amazing Phoenix Glen

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dinning had been working closely with us

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from the start we also had a character

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artist Daniel meru who is an army unto

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himself and single-handedly modeled all

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the outfits and characters toward the

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end of production we hired two Quest

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scriptors and a programmer to help us

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Implement quests and get the game across

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the Finish Line finally we worked with a

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number of additional contractors

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including voice actors translators do

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games who handled our console ports as

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well as our publicist extraordinaire

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Charlene LeBron of player 2

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[Music]

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PR throughout e shade's history there

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were few moments of Eureka design I'd

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always known I'd wanted to make a game

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that was a place a strong sense of place

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is my favorite thing a video game can

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give and it is and will always be the

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main design pillar of any game I have

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authority in designing and I knew I

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wanted it to be a nice place where you

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could feel cozy and safe in the

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beginning the idea was to make the

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game's core Loop through survival

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mechanics we had hunger coldness energy

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and the idea was to build progression

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with finding things to help these

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depleting bars we had come to our first

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major design dilemma the constantly

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depleting Bars were entirely at odds

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with how we wanted the game to feel they

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penalized the player for doing the very

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thing we wanted the game to be about

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which is going slow and feeling that

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sense of place we needed a new core Loop

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the painting mechanic was born from

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trying to think of a way to reward the

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kind of thing we wanted the player to do

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in E shade which is to go slow and smell

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the roses one fateful day about a year

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into develop

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jacn came up with the idea that the

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player could be a painter and create

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quests around the player capturing

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certain objects places colors times of

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day or a combination of those this would

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work in perfect harmony with wandering

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and smelling the Roses because the

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slower the player went and the more they

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let the sense of place wash over them

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the better they would do at these quests

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it was genius that was the first Eureka

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moment in our design Journey the next

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Eureka moment came about 4 years into

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development and although it's a less

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prominent feature to me was even more

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momentous it was the type of idea that

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doesn't make new work but rather solves

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existing problems it was the inspiration

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mechanic the idea was that creating

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paintings would cost inspiration and new

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experiences in the game world would give

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you inspiration so drinking tea reading

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a new book discovering a new location

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relaxing in a hot spring hearing a tale

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from a Storyteller listening to Street

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Music basically exactly the Cozy stuff

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we wanted the player to be enjoying

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would all reward your player character

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with inspiration this totally closed the

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game Loop created a Harmony between

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theme and mechanics and gave us an easy

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way to tie all the auxiliary actions

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into the core Loop it was again Jaclyn's

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genius it was amazing that such a tiny

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and easy to implement feature could have

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such a profound impact on the game and

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that it came so late in development yet

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fit like a glove it made me realize the

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true power of a good idea ideas that

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come in the form of more content where

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the cost of production resources are a

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dime a dozen I have hundreds of ideas of

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that nature lying around but an idea

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that solves problems is

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[Music]

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precious for as long as we've been

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working on eade itself we've also been

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working on its promotion I don't think

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there's any one or two things that are

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the Magic Bullets because every game has

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different avenues that work for it and

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indeed the marketing effort is the sum

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of its parts I'll try to give a rough

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outline of the things we did for shade

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number one we created very polished

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marketing assets so that's two trailers

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over 20 gifts and over 50 screenshots

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two we hired a PR Company uh called

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player 2 PR who handled press releases

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journalist Outreach strategizing on

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release timing and planning and key

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distribution during big moments in our

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campaign number three we picked our

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timing for our trailer releases our

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release date announcement and our actual

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release the most important one very

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carefully trying to stay clear of other

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news and releases okay number four I was

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very active on Twitter and I kind of

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still am I participated in screenshots

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Saturday and I interact a lot of course

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I think Twitter's relevance is sort of

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dying just seems like the level of

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interactions and Views um at least I've

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been getting have just been plummeting

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ever since Elon Musk took over

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everything just has sort of changed on

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that website it's part of the reason why

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I'm trying to focus more on YouTube now

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as our main marketing channel okay

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number five I've written a number of

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articles that have done well on

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gamasutra and 80.lv and other Game Dev

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ites six I often stream development on

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Twitch and still do I was doing that

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pretty religiously during the eade

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development and I always did like a

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pitch call to action of like you know

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hey check out our game on Steam go wish

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list it and I still do number seven we

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got into the Indie Mega booth at Pax

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West and we also showed at GDC in a

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special Unity Booth we managed to get

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into which uh the impact is kind of

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overestimated I think of going to

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conventions but in our case we did end

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up getting some pretty important

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coverage particularly from GDC we ended

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up getting a Kotaku preview from that

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which was really big for us and and

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bumped our wish lists quite a bit and

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number eight I did a number of

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interviews with small and medium

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websites and a few large ones and a lot

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of those were lined up by our PR

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[Music]

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firm the tale of East shad's launch day

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is an odd one the tale begins as many

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epic Tales do with some backstory in the

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final year of our 5-year development we

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were beginning to run out of money with

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both Jaclyn and I working full-time on

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the game we managed to stretch our

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savings quite far but eventually the

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well was running dry my mother and

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grandmother who lived together very

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graciously offered that we come and live

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with them bless their hearts this helped

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us tremendously and ensured we had

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enough reserves for the final launch

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costs like localization my grandmother's

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house is a bit rural but the internet is

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fast and continuing development there

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was never a problem but on launch week

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something truly rare happened it's it

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snowed a lot in fact it was the third

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biggest snowstorm in the Seattle area in

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the last 100 years the day before launch

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we lost power no problem right just pack

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up the computer and drive as far as you

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need to to find power and internet the

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problem was there was about 1 mile of

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private road to leave my grandmother's

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house with over a foot of snow just

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about any car was hopeless and no snow

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plow was coming we considered our

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options the first thing we tried was

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driving over the snow we made it about

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20 ft before losing traction and

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starting to drift sideways toward a

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ravine fortunately this was still in the

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driveway so we could just leave it there

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next we started shoveling a path now

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anyone who has shoveled snow probably is

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finding that notion quite laughable

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because shoveling a mile of snow by hand

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is really not feasible it only took a

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few feet of shoveled road to understand

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that running out of ideas we considered

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Gathering our things and Hiking out to

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the main road and summoning a family

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member to pick us up but among other

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logistical issues that are too tedious

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for this story the roads were in no

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state for anyone to be driving on snow

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isn't a huge problem in places that are

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prepared for it but in the Seattle area

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even a little snow is basically the

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apocalypse and we had a foot of it in

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the end we decided we'd wait and pray

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for the power to return before 7:00 a.m.

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the next day our scheduled launch time

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we did have a build I had uploaded a

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week prior that was in somewhat of a

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launchable state over the phone I was

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able to get my brother in a neighboring

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City with power logged into steam and

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the partner site ready to hit the launch

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button if power didn't return to us in

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time it was a dark moment for me it

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wasn't so much that I was worried things

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would go badly without the most

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up-to-date build though I was worried

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about that or that people wouldn't be

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understanding of the slightly delayed

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updates due to our snowstorm situation

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but just that I had been dreaming about

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launch day for 5 years I'd always

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envisioned being able to watch it all

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unfold from my own workstation with my

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own internet I found myself on the eve

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of our launch not even excited excited

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about the big day but rather just

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praying through gritted teeth that the

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power would return at 4:30 a.m. just 2

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and half hours before our launch time

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the power returned I uploaded the latest

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build with the force of a thousand

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well-lit rooms and by The Guiding Light

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of electricity I went into the kitchen

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for a pre-launch snack there on the

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counter I found this while I was trying

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to jump start cars and shovel snow the

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night before jacine had secretly made an

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eastshade Pie by candle

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of uncooked oats peanut butter and honey

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she had made the only thing she could

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come up with without an oven or burner I

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cried like a baby in all the madness I

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hadn't thought to do anything to make

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the day special or memorable I was too

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worried about the power to savor the

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momentousness of the occasion when I saw

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the eade pie she had thought to make it

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finally felt like a special day even now

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if I think about that pie I tear

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[Music]

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up as far as as the launch day itself it

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went pretty smoothly All Things

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Considered we did have one absurd bug

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with the Russian localization which we

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fixed within a few hours a few days

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earlier we caught that some of the text

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Fields were overflowing in Russian so I

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scaled the Russian font down globally to

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90% on my ultra quick verification test

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everything looked Dandy but if I had

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kept playing for another minute I would

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have seen a ridiculous problem I was

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doing 90% of the current font size the

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result was that the font shrank a tiny

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bit each time the textt field was

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repopulated until you get something like

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this for months I was getting bug

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reports of that because all the torrent

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sites instantly uploaded the 1.0 version

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of the game and many of them didn't

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bother to update even though the fix

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came within hours it made it very easy

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to spot the

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[Music]

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Pirates I'm hugely proud of East Shade

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it's a bigger and better game than

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anything I envisioned when I first

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started it in 2013 I'm so fulfilled by

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its completion

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that if I died tomorrow I would be

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content with what I did with my years to

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be clear I'd very much like to keep

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living but that is the level of impetus

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I felt to complete it in the months

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following its release amidst the joy of

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finally achieving some security as an

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indie and the warmth of its reception a

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small part of me did feel off it was the

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forward-looking part of dreaming about

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what eade would become it may sound a

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bit one-dimensional but for 5 years I

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saw many things in life through the lens

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of being excited for E shade if I saw a

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beautiful building I'd think oh we could

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do something like that in E shade or if

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I heard a street performer I would think

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wow wouldn't it be cool if we had street

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performers in East Shade all forms of

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inspiration were impulsively funneled

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into dreaming about the game when it was

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finally released I was a little

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unprepared for the quickness with which

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that habit had to die oh that would be

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cool and easy oh right it's shipped and

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done and whatever it is will always be I

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thought as I found myself unexpectedly

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wistful about things that never came to

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be in the game but you can't keep

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working on something forever and please

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don't advise me to keep working on

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content updates for our fully released

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single player barely replayable game

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with a regular decaying sales curve East

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Shade Studios is now a fully self-funded

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game Studio free to work on our own

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projects we're a game ahead of our

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Capital instead of a game behind meaning

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our revenue is stockpiling for our next

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game instead of going to pay back a

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publisher or investor for our last which

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means we can go wherever our whims Blow

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instead of needing to seek more funding

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it's an exciting place to be and we have

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every intention of our next game blowing

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e shade away in scope polish variety

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coziness wonder and

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personality

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Related Tags
Indie GameGame DevelopmentEastshadePassion ProjectRisk TakingCreative InspirationFinancial StruggleGame DesignMarketing StrategySuccess Story