A Game About Hope And Hopelessness.
Unreal Engine 4. Incredible.
Inspiration scout and textures.
When I set out to create Reenactor, I experienced a sensation that I couldn’t quite define. Like many of my projects before it, it was born of a sense of defiance. But, while I recognized–as I always do–that my days of optimal creative output are declining, it was also forged with an urgency to be successful. For every smash hit, I’ve had countless honorable-mention experimental headscratchers. I knew that when I decided to invest my time and passion in developing a game, I wanted to try to fire on both cylinders.
But as any creator knows, thinking commercially while doing creatively usually ends up in neither. And so I was left with a dilemma: How do I create something that will tell a story that only I could tell and be something that I’m proud of, but in the end reward me for my efforts?
Then I stumbled on this Gamasutra story:
A lot of people say that if you want to make a popular game, you need to listen to focus groups, carefully monitor metrics, and focus on the mainstream. I say: bullshit. Scaling small and being true to yourself can win you free marketing and make you rich, if you do it right. Even better, your games will be way more interesting!
Just the inspirational fuel I needed to flip the switch, create this diary and set my sights on making a game for myself. And no one else. By September 30, 2012. Burph.