It’s been nearly two months. That’s the longest I’ve gone without an update since I restarted the blog last year. And there are many different reasons why I haven’t been writing here. Some of which I am about to go into and others that will remain personal to me.
Let’s start with some good news first. I have a new job with Indie Game Magazine. I’m working as a Producer for their radio division and will be showing up in different things in the future. Currently, I’m in the first episode of the Player 3 Podcast and I hosted a roundtable discussion of Steam Greenlight.
More than just getting paid (always a plus!), it gives me an opportunity to do something I’ve always wanted to do: actually talk to indie developers about their projects, motivations and the general process behind their works. I’ve grown increasingly tired of the PR cycles — and the stunts — from major studios and publishers. Part of this job, and my favorite by far, is talking to developers about their projects and hearing back from them directly.
I was featured on Bitmob today. Are you confused by that? I certainly am. Something I wrote last year got featured for some reason. And the way I learned about it is that people have been commenting on it. If you are interested, go read it. The edited version is drastically different than the original one I wrote.
Here is the real reason I created this post: to write that this blog is going to sleep for awhile. Deep cold sleep. Travel through space at near-relativistic speeds cryogenic sleep. I don’t expect to write anything else here for several months. Between my normal schedule — being a teaching assistant while taking classes too — and this new producer job, I’m pretty busy. The time I’m not spending working and studying, I’m wrapped up in making my own games.
Yes, I know. Nearly everyone I read has either made one or is working on a game now. Heck, even The Border House has a game jam now! (Aside: I might participate in The Border House’s jam. It all depends on my schedule this weekend. I definitely had fun with Ludum Dare a few weeks ago.)
My own work is a little different though. For one, I’m doing weekly videos each Saturday with my progress. It’s a way to keep me accountable for actually coding something each week. It also promotes the fact that I am learning as I go. To that end, I hope to write up some tutorials on what I have learned recently about procedurally generating levels — and what not to do too.
If you want to keep up with me until I return, I’m on Twitter. I’m quiet most of the time with occasional bursts of activity.