Here’s a peek at some in-game art. This is a book that has a lot of significance to Marian and the game in general… but that’s all I’m saying for now.

Design by Ashley Dumonchelle, Textures by Justin Messner, Model by Liem Nguyen.
Here’s a peek at some in-game art. This is a book that has a lot of significance to Marian and the game in general… but that’s all I’m saying for now.

Design by Ashley Dumonchelle, Textures by Justin Messner, Model by Liem Nguyen.
It’s been a while! We’ve been super busy working on the game. We’ve made a ton of progress and haven’t stopped making radical changes. (most recent of which happened over the last week, no less)
BUT we’d like to save a lot of what we’re doing so that we can present it to you in one big WHAP! of awesome.
In the meantime though, we have some new concept art for you: (chez Katie de Sousa)

…and some Skype meeting antics here.
Enjoy!
So I showed up on TIGRadio last night, talking about Marian, the Humble Indie Bundle and a number of other interesting topics! If you’re interested, you can check out the archives at TIGRadio.com. (direct link)
If you haven’t heard of the Humble Indie Bundle yet, (how is that possible?) then you should definitely check it out. Pay anything you want for 6 awesome indie games, including Aquaria – and part of your contribution will go to the EFF and Child’s Play charities as well.
The site also features real-time stats, and a couple secrets…
Also: check out the responses to last week’s post about “Self-Management” – there are some interesting thoughts:
One of the weirdest things about being an indie game developer is the work schedule. Have you ever worked as your own boss? What about being your own boss as well as trying to coordinate a team of other people?
The idea of setting your own pace and being in charge of your own schedule might sound pretty good. And in many ways, it is. If you’re running your own game project, you get to choose what the priorities are, when you get up and when you go to bed, how many hours per day you should spend working on various tasks – etc.
However, by deciding to go down this path your responsibilities begin to increase exponentially. If you were working for a large company with several layers of managers, the managers would be the one keeping track of where the project is supposed to be. You’d only have to worry about your block of work; the rest of the project would be taken care of.
When you’re running your own project though, its success or failure is ultimately resting entirely on your shoulders. So it’s not as if you’re “more free” in the sense that you can just take whole days off to be lazy – in fact, your workload is going to be much larger…
Last time I promised to talk about business… Oh joy!
One of the unfortunate side-effects of running your own little game development team is that you have to pay everyone. Not that that in-and-of itself is a big deal, but there is a lot of paperwork and procedure that goes along with it.

In our case, we have a bit more of a headache because we’re using “government funding”.
What Funding?
The fund in question is called MIDMF… the “Manitoba Interactive Digital Media Fund”. It has three sections: prototyping, development and marketing. We’ve been in the prototype stage.