On this date one year ago, Where Shadows Slumber didn’t even exist.
Hard to believe, right? There was a Demo on the store called Where Shadows Slumber Demo, but the official game project had not even been started yet! We’ve come so far in just one year. Everything you’ve seen online of the final game was started in 2017, from the level design, to the environment, to our new character models.
To ring in the new year, let’s take a look at the big milestones we hit in 2017 while working on Where Shadows Slumber.
January 2017 – Rocked MAGFest!
I had to mention this one first because the timing is hilarious. Tomorrow, we’re heading out to Maryland again for MAGFest 2018! That was exactly how we kicked off 2017, too. This year, just like last year, the organizers of MIVS (the MAGFest Indie Videogame Showcase) saw something special in our game. So we’re going to be there for all four days of MAGFest in their massive indie game section, showing people a few Levels from Where Shadows Slumber and getting their feedback. Getting into MIVS every year is not a guarantee, so we were glad to be invited back. This year, we even get to stay in the official hotel!
But to be honest, MAGFest is a tough show. It’s the very first thing of the year, which makes it a bit stressful. I’d love to catch my breath and plan out how I’m going to finish a big pile of art, artistic polish, effects, cutscenes, and aesthetic optimizations. Instead, we’re going to be showing the game off to people for 7 hours straight, four days in a row. I remember last year’s show – it was fun, but exhausting. Even so, that’s a good problem to have. We’ll let you know how this year’s MAGFest goes next week, after our return!
March 2017 – The Game Developers Conference
The Game Developers Conference (GDC) in March was an incredible show. I’ll be bummed if we can’t go again this year. I really enjoyed scoping it out in 2017, and I’d love to pay for Jack to come with me. (And hey, why not Caroline, Alba and Noah while we’re at it?) It may not be in the cards this year because we’ll still be in heads-down production mode by the time the show rolls around. But while I was there, I attended the Independent Games Festival and made a note to submit our Demo to the contest when it opened again. Sometime in the fall of 2017, we sent in our application. We haven’t heard back yet, so cross your fingers!
The big surprise of my trip to GDC was attending the Big Indie Pitch and scoring third place! It was a totally impromptu thing where I had basically no time to prepare my quick pitch of the game, and deliver it perfectly before five teams of judges. This is where having a polished Demo really came in handy. There’s just no time to fiddle with a development build when you’re under the gun like that. Want to read about that experience? Well, my blog post about GDC 2017 was so good, PocketGamer put it on their website!
That’s probably because it was also a big ad for their contest, but… sometimes you just have to play the game to get noticed, man [ >‿o]
March 2017 – PAX East Indie Showcase (PEIS)
March was busy for us! We didn’t just go to PAX East – Where Shadows Slumber was selected out of a large field of applicants to be a part of their Indie Showcase. This saved us a ton of money, which we really appreciated. It cost $50 to send in our Demo to be reviewed, but considering they gave us a free booth, it’s as if we saved $2,000!
But there’s more to it than that. They gave us a place of honor, along with four other really cool indie teams with awesome games. Being in such a crucial intersection of the main hall meant we got tons of traffic. (We even got a spot on a corner, which meant confused travelers often spotted us and walked over to our table out of sheer interest!)
When I’m feeling down, I worry about what might happen if Where Shadows Slumber isn’t the groundbreaking critical and financial success I know it can be. But then I think of “that time we were in the PAX East Indie Showcase” and I remember that they saw something special in us, long before we even began work on the final project.
Check out the video above and skip to the parts where they recorded Jack talking about our experience, Where Shadows Slumber, and indie development!
June 2017 – AwesomeCon
Because Where Shadows Slumber is so awesome and we went to MAGFest earlier in the year, the organizers of AwesomeCon’s MAGFest room invited us to a show called AwesomeCon. I was very nervous for this show for two big reasons: I was going alone, and I was bringing a build of brand new Levels that had never been tested before. To make things worse, Jack and I agreed that the Levels should not receive an artistic pass until we figured out what everyone thought of them. That was the correct strategic move, but I got sick of telling people “just ignore the art and let me know what you think of the design!”
Customers, gamers, and fans… they don’t see the game as a collection of parts, like we do. It’s one big experience to them. It’s impossible for people not to comment on things you want them to ignore, unless they are also game designers. The good news is that Where Shadows Slumber got a free ride to yet another massive show, and plenty of people gave us super honest feedback about those early Levels.
It may seem weird to ask for all that feedback after having a Demo on the store for so many months, but you can never be too careful. Only one Level from the Demo actually made it over into the final game, so it was necessary to humble ourselves and start from scratch to get everything right.
August 2017 – PLAY NYC
The Playcrafting organization has been nothing but good to us ever since we first darkened their doors for their free game event in the Spring of 2016. When Dan Butchko called to let me know they were working on a bigger show and wanted indies to purchase booth space, I was on board immediately. Normally, Playcrafting events are free. But PLAY NYC was an ambitious step forward for the New York City game industry, so it was worth the money to help make this show happen.
We loved it! We recommend that every tri-state indie reading this seriously considers going to PLAY NYC 2018. Get a booth if you have a game, or just buy a badge and walk the floor on Saturday.
New York City has everything, because it’s a massive metropolis. But if we’re being honest with ourselves, there are better places in the United States to make games. (Texas and California spring to mind) If we want to make Silicon “Alley” a reality, we need to support massive endeavors like PLAY NYC. If the New York City game industry scene actually becomes a “real thing” one day, we’ll have Playcrafting to thank. Plus, the show was packed with awesome people who were super interested in our game. It was probably our best investment of the year. Did I mention it was about 40 minutes from my Hoboken apartment? GO TO THIS SHOW!
September 2017 – Big TechRaptor Interview
New Jersey-based journalist Robert Adams had met us at a few Playcrafting events before I contacted him about an interview. The article, over on TechRaptor, remains one of the best snapshots of our thinking that exists on the Internet.
Because I was on the phone with Robert instead of typing my replies, I got a chance to rant and ramble a lot. This led to us delving into some deep topics, which I appreciated. Give it a read over on their website!
In it, we discuss the origins of Game Revenant, my tragic corporate backstory, the art direction of Where Shadows Slumber, our progress over the past two years, mobile vs Steam, virtual reality’s prospects, release dates, the game’s price, and why Jack is our hero.
September 2017 – Alba & Noah Join The Team
This is related to PLAY NYC since we met them there, but it’s worth mentioning independently: we hired two awesome audio designers! I had a lot of fun making whistling noises with my mouth as I made the sound effects for the wind in our free Demo… but that wasn’t going to cut it. We needed professionals who love the game, love music, and love adding in detailed sound effects. And we found them!
October 2017 – Crazy Traveling
This month marked the most traveling I’ve ever done in such a short period of time. For some reason, October is designated as “every conference all at once month.” Don’t ask me why…
It seems weird to mention this in our Year In Review because none of these shows were originally intended as “marketing shows.” That means I didn’t go to them expecting to advertise Where Shadows Slumber. Rather, I just wanted to be an anonymous indie developer. That’s why Jack didn’t need to come to these either – we’re trying to minimize the amount of time he takes off from work, so that he can cash those vacation days in for when it really counts. (Or just for actual vacations!)
Anyway, it turns out I suck at being incognito. I won 2nd place at a game pitching contest when I went to Seattle for the last Mobile Games Forum ever, and then got to demo Where Shadows Slumber at IndieCade’s GameTasting event for a few hours in Los Angeles. Whoops! Unite 2017 in Austin, Texas ended up being the best one for networking. I highly recommend that show if you are a Unity developer! Meeting the people who built this game engine is an incredible resource. You can read my recap posts if you’re interested in getting my brutally honest take about what those shows were like.
December 2017 – Ask Me Anything Event
We ended the year by taking your questions on the website AMAfeed. This website simulates the “AMA” threads that are really popular on Reddit. We got way more questions than I expected, and I answered them all – so if you’re dying to know the innermost workings of our hearts, check out our archived post.
This experience was great. It was like a trial run for a Reddit AMA, which I expect would get more traffic, but would be more demanding. We’ve decided to keep a bank of answers to commonly asked questions on hand, to make sure we can answer questions faster next time! We’ll look into setting one of those up on Reddit. If we do, we’ll post any information about it here to this blog.
As you can see, 2017 was a year marked by both hectic travel and silent, unrecognized work. It’s not flashy to talk about the long nights we spent in front of the computer plodding along, or the snippets of time we found in our lives to work on this game. People usually want to hear about the big stuff (when’s your next show?) but the hour-to-hour details are harder to chronicle. Rest assured that every big show we attended was book-ended by hours upon hours of work, as we strive to finish Where Shadows Slumber as soon as possible.
Whether you’ve been following this blog all throughout 2017 or you just joined us, we hope to have your support in 2018. Please continue to share our free Demo, our website, and this blog with people in your life who enjoy indie games. Our goal in 2018 is to finish what we started and offer the world a beautiful experience they’ve never seen before. Knowing that there’s an audience out there waiting to enjoy it is a powerful motivator! Get in touch with us by following us on Facebook, Twitter and Instagram, or just by trolling us in the comments [ ^_^]
Happy New Year!
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Do you have any interesting resolutions for New Year’s? Let us know in the comments. Thanks for reading!
Frank DiCola is the founder and CEO of Game Revenant, a game studio in Hoboken, NJ.