// a big boss on a "tiny screen" story - PART 1
I never really expected that working in mobile games would be as much fun. Honestly, it was probably an ego-thing ...cause when you work on blockbuster AAA games, the thought of going to work at a mobile game studio, was literally non-existent to me!
my ego:
"come on....seriously, my studio (insert AAA studio name here _________) created this game and that game and EVERYONE knows about the games I work on!!" - I would laugh-off the idea of going from AAA to mobile games!🙄
....man was I wrong!
my ego = was enemy #1
-----
// coffee break ☕️ about this clip //
they call him the Legendary Foreverwing - he's usually in a deep sleep ...somewhere in the mountain! - if you're lucky enough, you get to see him wake up! He's massssive btw! 😱
-----
I had sooooo much fun working there:
- small teams, between 4-6 animators/tops - including myself
- 4/6 month projects - HUGE difference when thinking about AAA games that usually last years in production time
- animators were happy cause that meant they would work on new projects every 4/6 months! - new characters/creatures and fun new challanges
- we knew everyone in the studio, it really was like a small family!
- ping pong at 1:30 pm was religion to us, even the big boss would show up to play with us! 🏓 hahaha
- 0 overtime that I can recall of (0 as in zero, yes) lol
- fun perks at xmas partys - I think they raffled off like 10 PS4's one time!
....and I could go on and on
THAT said
trust me I totallllyy get it, and I genuinely hope that everyone has the chance to work at a major AAA game studio on a blockbuster title. There's a unique sense of fulfillment in knowing you contributed to a game that brings immense joy and appreciation to a wide audience. Not to mention that it looks pretty dope on your resume - fo sho!
BUT just remember that the tiny screen world offers a really great place to learn and grow as an animator. These little phones have come a long way since the old flips from back in the day! The effort you put into your animation = what the players sees and you can always retouch and adjust for demo-reel purpose, which I'll be talking about in future posts.
If you read this far! - you get the BONUS story!
I happen to win the PS4 at the party but ended up selling it to a friend for like $100 less than the retail price! I knowww I know ...but I'm really a PC guy at heart! hahaha 💾🤣
Current state of play on the new custom character controller. Plenty left to work on but already feeling really good to play with and handling "awkward" scenarios better than prior attempts with the out-of-the-box options. #gamedev#indiedev
With dungeon-ish backgrounds it starts to look like an actual game.. maybe I should spend more time on this prototype #gamedev#indiedev
(p.s the lightning animation is highly inspired by a certain PSX tactics game)
☀️OFFICIAL LAUNCH TRAILER 🌙
Sea of Stars arrives next Tuesday, August 29th on Steam (PC), Nintendo Switch, PS4, PS5, Xbox One & Xbox Series X/S.
Big thanks to all who have helped us spread the word ❤️