A major part of the last several days has been the search for a programmer to help me finish Manifold Garden. It’s been very exhausting, but also really eye-opening. It has definitely been a learning experience.
Earlier last week, I met up with the Young Horses, the creators of Octodad. They’ve been looking for an environment artist to joined the team, so I talked to them about how they’re going about searching for someone and what their interview process is. It was very informative.
I tweeted about the job post daily for about a week and also sent it to a few mailing lists that I’m on. I got quite a lot of applicants, and it’s actually taking me quite a while to go through all the emails and respond to everyone. (If you sent it in and haven’t heard from me, I will be responding soon.)
Anyway, it’s my first time interviewing people for a position, and I’ve learned a tremendous amount. One day I would like to write a full blog post about this.
PS4 bug where everything is rendered on top of each other
Due to a null reference bug, on the PS4 build, all the renderers for the different levels were getting loaded in simultaneously. It actually made for a really cool looking level. It was unplayable, mostly because you couldn’t tell which things had colliders, but it definitely gave me a lot of ideas for some new levels.
I’ll be at Indiecade East this weekend. Manifold Garden will be playable at the Sony booth. Need to submit a build to Sony by Wednesday. It’s looking pretty good so far so I’m not too worried.
Twitch Front page of creative
Starting last week, Twitch has been featuring my channel on the front page of the creative channel! It’s been really amazing. The concurrent number of viewers went from 20 to over 100! The most I had at once was 150, which was pretty awesome. Also really positive feedback. Lots of people learning about the game and getting excited about the art style.
My stream schedule now is basically every weekday at 3pm CT / 20:00 UTC.
Pacing Across Levels
Starting to spend time thinking about pacing across levels. It’s a very different challenge than pacing within level, especially because everything in the game is seamlessly connected via portals.
I’m still figuring out the proper workflow and what works and what doesn’t. Will aim to keep updates about that process here.