Chris Shrigley's Blog
I'm a game industry veteran, with over 35 years of professional game development experience, and more than 40 published games to my credit. I currently run a small, independent game dev studio called Giant Space Monster, making games for fun and profit.
To mark the 1 year anniversary of releasing my last game, and after mulling on the project for the past year, I thought I‚Äôd do a quick postmortem (of sorts) on the project. Some hard lessons were learned and some truths uncovered, so here goes..
You've expended months of creativity and energy making your latest game, and now your mind turns towards publishing and marketing it to the wide world. Fear begins to crawls around your belly, like a hungry chinchilla. What do you do?
For a good year and a half now, I've wandered around, trying to figure out what it is I want to do and what I would like to accomplish with my Indie dreams. Finally I figured it out.
I've spent the past year working out of my home office on projects and side project and other hare brained ideas. Lately Iíve been struggling a little with focus and motivation, and Iíve spent some time trying to figure out what the problem is.
I'm a big advocate of mentoring young people, starting out in the games business. There is opportunity (and a responsibility) here, for experienced developers to influence and improve the quality of young developers.
This blog entry tells the story of a man who dared to dream of making better games, and following an independent path. There are definitely some Unicorns and rainbows, but not as many as I'd hoped.
Chris Shrigley's Comments
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