The challenge of simplicity

When I started The chain broke, I did so, knowing that I wanted to make something simple and easy to work with. Little did I know that simplicity is one of the most difficult thing to attain.

This is the problem with projects that are done well, they make everything seem effortless. I looked at projects like “Lara croft: go” or “Grow home” and thought, how hard can it be to get that style…

very hard as it turns out.

This mini rant on the complexities of simplicity comes on the back of a week where I have been doing nothing but trying to build a cantina for the game and failing miserably.

All of this griping should however not reflect on my want to finish the game. I am in this until the bitter end, sometimes it is just nice to vent.

The workspace of an indiedec

There are very few things that are as important to the creative process ad the surroundings in which you work. I dont know if that is a universally true, but it is true for me.

I have personally worked in allot of different environments; everything from an incubation environment to a School setting has been my workspace and i have loved most of them.

However, currently i am working in almost complete seclusion from home. I can’t say that this is my favorite way of working, but it is certainly the cheapest way of making a game.

Never the less, if i can afford an actual office in the future, i will jump at the opportunity!