handmade games
*i once released games under the studio handle ‘handmade games’
the ‘handmade games’ philosophy extends to every aspect of new game+:
- i must make the sound effects from recordings, synthesisers (and where i must use snippets of sounds i cannot get myself, i must heavily disguise them, not simply reuse the generously-given work of others on places like freesound.org).
- i must make all the songs with single-take recordings of live instruments and heavy, old synthesisers and a million wires and mics going everywhere, a million effects and guitar pedals on everything, two amplifiers recorded on either side of the room for ‘width’ (not only on guitar).
- i must storyboard the intro by hand on paper and work on it for over a year.
- i must draw all the maps and character designs on paper.
- everything must be animated by hand, not programmatically, even wind effects.
- i must code every part of the codebase (except one complicated shader) myself, reuse nothing, even if there is much better code available for free or cheap. unity has a great particle system? roll my own.
- i must use none of the built-in unity helpful systems or effects or even basic sprite handling and instead write my own engine within that engine.
- i must build all my tools (even my own pixel art software).
- i must never use ai, even for search (well except once… to help fix a tricky rendering bug. it did help but also i had to do a lot of work checking the code and i’m not sure what would have taken longer. it’s my nature.)
this is not all to say ‘look how much work i’ve done’, rather to illustrate the pathological amount of control-freakery that has made this project take 14 years and change. it’s something i’m advising against, to be clear. there must be a good balance somewhere. i just clearly don’t know what it looks like. then again, maybe this is part of what makes my games my games. and maybe it’s needed more than even now in a world with so much automation? i don’t know, really. ask me after about 16-17 when it’s done.
anyway, i’ve got a good flow at the moment. it’s taken many years to get a good balance alongside life and music career and some health issues which have made things slower than i’d like. but i with the aid of my new business manager and my putting my music on ‘quiet mode’ for a bit (i have a couple of albums to release soon but then backlog is not really increasing rn…), things are feeling achievable and not only that there’s a new passion and excitement there that’s reminding me of the old days. maybe it’s the similar doomy feeling of ‘this has to work or else i am literally broke’ that gets me in gear and perhaps i even relish that challenge. again, this is not a mode i suggest operating in because it also comes with a huge amount of anxiety that only builds the more years that pass and the lower the reserves get.
as i hit half a century this sunday it’s got me philosophising about how i spent my last decade and a half, almost a third of it i guess? i don’t regret it. i just don’t encourage or recommend it! perhaps there is a balance to be found there, after all.
but i do still love pretty much anything handmade. so i think including as much of it as can be considered practical is always a good way to go.
*like the 1995 Amiga game Keith’s Quest (apologies for stealing the logo, Terry Gilliam!)











