A (Quiet) Year In Review
For the first four months of 2015, I worked on an unannounced game that was kind of overwhelming and not terribly fun to work on. Then I stopped doing that and started working on Gigatron, and also tried to finish up the PC version of Inferno 2 as a precursor to Gigatron’s PC-first debut. That didn’t sell so well, and I switched gears to work on Devastator as a precursor to Gigatron releasing on iOS instead.
By that time Devastator released on iOS, it was September, and though that went fine, something else happened: An employee from Volition was let go, my wife connected some dots, and shortly after I was working on an unannounced game with 2 new people in my office.
The past few months I’ve been pretty much silent, but they have also been the most fun I’ve had working on a game aside from maybe the last few months of Red Faction: Guerrilla. The funny thing is, the games I worked on at the beginning and the end of the year are actually the same game. Working with a couple talented people in the same office, and getting to not worry about every aspect of the game, has been a revelation. I’m still responsible for a lot in the game, but having an amazing artist take care of the stuff I’m not as good at just makes everything better, and I also don’t have quite the programming burden as before either.
The Future of Radiangames
Radiangames has had a light release schedule this year, and the game I’m working on now is not a Radiangames’ title (more on that in 2016). That doesn’t mean Radiangames is finished, just that Gigatron is on hold, and that when I do get back to Gigatron, it’ll be shooting for a whole other level of visuals. I’ve always known what I want it to look like, and I now have a much better understanding of how to make that happen.
I’m sorry I’ll have to stay quiet on the new project just a little while longer. It’s taking every ounce of restraint not to say any more about it. When you see what it is, I think you’ll understand why I’m so excited.
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