I think the majority of indie devs juggle multiple projects, and for good reason. I want to talk about whether this approach is beneficial or not. You often hear people saying you should focus on one thing at a time, but I believe that what's right for one person isn't necessarily right for another. Humans are naturally inclined towards multitasking, not in the sense of doing two things simultaneously, but in the sense of breaking up your day to work on different things. You might spend a couple of hours on one project, then switch to another for a bit, and so on. First, let’s look at the issue of starting too many projects and how it might impact your ability to actually finish a game. A common trap is starting something new, working on it for a few weeks or months, then dropping it for a shiny new idea. I’ll admit, this has happened to me occasionally, but usually for reasons not related to the allure of a new project—sometimes life just gets in the way, and you have to reduc...
Before I explain why I made this decision, let me give you some context about last year’s Spooktober Jam. Participating in this jam has become a tradition for me—this will be my fourth time taking part. However, this time around, I’ll be taking on a different role. While I’ll still lead the project, I won’t be handling the programming. Since I don’t have much experience with the Godot engine, I’ll focus on what I’m best at: production and narrative design. The idea for the narrative of this game came to me last year, right after finishing our entry for the previous Spooktober Jam. I thought, “What if we did a twisted version of the classic fairy tale Hansel and Gretel, but with a humorous twist similar to The Addams Family ?" And that's when the idea for Cook or Be Cooked was born. At first, I shelved the idea because I had other projects and personal matters to focus on, but the concept kept resurfacing in my mind—how the story should unfold and how the visuals...
This topic has been on my mind for months, but I was never motivated enough to fully explain why indie game development is vastly different from smaller AAA (or AA) productions. While, on the surface, it may seem like indie developers can borrow techniques from AA-AAA studios, the reality is entirely different. Having worked in both AAA and indie teams, I can confidently say that the only true similarity is that both create video games. But first, let me clarify what I mean by "indie game development." I'm referring to small teams, often fewer than five people, or solo developers, who work with little to no budget—unlike AA or AAA productions, where budgets can reach several millions. AA games, are indeed smaller versions of AAA productions, sharing many of the same workflows and resources. Now, let’s focus on why indie developers can’t simply borrow strategies from AA or AAA studios. The Small Business Analogy To put it simply, being an indie developer is like running a...
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