Welcome back Knights-To-Be,
With just five more days until version 1.0, the challenge going forward is keeping both our nerves and our excitement in check. We’re horrified at the thought of our game not living up to our expectations, to our players’ expectations. This is a feeling we’ve had since very early in the development of Sands of Aura and one we would like to reflect upon a bit.The first demo…
GDC or the Game Developers Conference is an annual conference for game developers. It’s an opportunity to network, to meet with others passionate about games, and a chance to showcase your work to fellow developers with the hope of receiving some initial feedback. Our goal was GDC of March 2018. Our demo was to focus on showcasing level and enemy designs, our combat mechanics and the random loot drop rewards. Each of these were to be the main pieces of our game and we were excited to bring them together to show them off.


The value of failure…
Not only did the collapse of our GDC ambitions reveal weaknesses in our demo, they revealed weaknesses within our studio. Organizational structure, task management, timeline projections, development skills, testing structure, asset pipeline management… All those necessary aspects of game making that often go unconsidered…each of these were subpar for our studio at best.
Pressing onward…



Shifting sands…
The development of Project Terrarium was matched by changes in our studio. We made considerable efforts to address our projections, our structures, and pipeline management. We fought to fail faster, test sooner, and iterate without remorse. We got a little quicker. A little smarter. We grew up.
