Hence I’m entering the game for the Dutch Game Awards. And last but not least it is a last desperate attempt to be viable in an industry that is often ruthless, an open armed dive into the commercial market ,asking:Ĭan you still make an uncompromising game on artistic and personal vision, while still following the commercial tenets that seem to underpin our industry, and while you be around to do it again, or fail and be thrown back to were you started? For now the answer seems a resounding yes. An art project that expresses a need for freedom and the struggles to escape, as much from your surroundings as your own internal constructs and expectations.īut it is also a homage to a lost genre, fantasy air combat games such as Crimson Skies, combined with open world gameplay. The Falconeer is a heady brew of ingredients. I chose between being a flawed leader or a free artist, with the latter winning out. Partially born from a burnout and a long overdue reckoning with mental health issues as well as an inability to conform to current game development best practices. Basically walking away from team development, entrepreneurship in the shape of a company with employees and most importantly away from work for hire and client/contractor relationships. The title and effort are born from an honest attempt to reposition myself, my work and art. The Falconeer is the first Solo developed fully commercial title by Tomas Sala, formerly co-founder and creative director at Little Chicken Game Company.
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