I hold a BS in Game and Simulation Programming. Game development has been my passion since I was very little. I am extremely excited to be bringing my ideas to life with my game, Flesh Asunder. I am very fortunate to be working with the people that have joined Fledgling Studios over the past year. I live with my wife, my dog, and a high-school buddy. Besides gaming, I enjoy reading, writing, shooting guns, and watching a lot of movies.
I've been working on a game for almost a year now. To people on the outside, the amount of progress we have made as a team would seem relatively small, especially when comparing us to a professional development team that has the backing of a major publisher. Perhaps that's why I'm so proud of the progress we have made. We have no publisher, no funding, and everyone on the team is a volunteer, giving the project whatever free time they have amidst full time jobs and other responsibilities. I spent those opening months, trying just to piece something together that would draw in the talents of potential team members. Everyone has an idea these days, and a forum on which to post their idea. Unfortunately, many of these people know nothing of the actual process of game development. A lot of people attempting to recruit help are ignored entirely. I think the business of game development paints a misleading or confusing picture to many. A lot of people play games. They see others creating mods or their own games and say, "I want to do that." Therein lies the problem. You can't just sit down and do it. It requires planning, patience, time, and if nothing else, a lot of tutorials.
I like hearing from indie developers, because I feel like I'm not alone
in what I'm trying to do. Crate just recently released their first video
of Grim Dawn's gameplay. We are attempting to work towards something
similar, one baby step at a time. Its slow, and at times, painful and
frustrating, but the end result is worth it. We've made some decent
progress in the past couple weeks, and I can only hope the momentum
picks up from there. Who knows, a publisher may pick us up eventually.
They may even offer us a deal that won't rob us of the majority of our
royalties or force us to fire team members even after selling a million
copies. Until that happens, though, we'll keep plugging away on our own,
and hopefully what we come up with will be good enough for the people
that truly matter in this business; the players.
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