Dev. Diary Introduction Part 1

I’ve decided to start keeping this dev. diary as a kind of blog on what it’s like to start and manage a game company.

This first post be a multi-part as it will cover a two year period of time covering up until today.


I always wanted to run a game company; although I ran RakNet, I wasn’t working directly in games and more importantly I had no say in the game design. It wasn’t too likely anyone would hire me as a designer; first due to no experience as one, secondly my background is in programming. Regardless, it is a passion of mine and it’s now or never, so I decided to start my own company. Originally just me, and eventually to find an artist to partner with.

I found that many people will say “Great idea!” when you ask them to partner with you. But when you set aside a day to actually work they are nowhere to be find. It only took me a few weeks to decide to go it alone. I think a good partner can be a great asset, but it’s hard to find someone who can drop everything and work full-time for years on a project.

My first decision was Unity or Unreal? Although I knew C++ better, I decided to go with Unity because it was purportedly easier to work with and I had some experience using it at work.

Around this time I also hired an AI programmer. I’ve always appreciated games with good tactical AI, and wanted someone who would design a next-gen AI system.

By the end of the year I decided my initial concept wasn’t expansive enough. While I COULD make a builder type game, I wasn’t really confident at the time what I was making was fun. It didn’t align with many games I have enjoyed in the past. So I decided to add first-person combat and roguelike elements to the game.

I spent the next year and a half programming, mostly by myself, and learned some lessons the hard way.

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