Archive for June, 2026

Ocean’s Dream

yesterday i reached half a century of life so i decided to release this album i’ve been sitting on for a year or so. i wanted to release it in the summer but only finished it toward the end of last august. it was inspired by listening to a lot of peaceful, ambient music during long and sometimes stressful patches of work on my game. records like that are like an ocean of calm to me in what is feels like a turbulent world. in particular, records like ‘weaving a basket’ by sea oleena and ml buch’s ‘suntub’ (whose album cover this one is a nod to). a huge thankyou to those artists for the healing music.

https://spacerecordings.bandcamp.com/album/oceans-dream

some background on the title… (warning – contains lots of nerdy guitar info! but that’s what i love blogs for.)

ocean is the name i chose for my new-ish fender ‘american vintage 1966 reissue’ jazzmaster in lake placid blue. despite guitar being my main instrument, it’s the first i’ve acquired since the gunmetal blue (now faded to a deep racing green) 1988 usa standard telecaster i bought after working a summer job on a norfolk farm in 1993 (known as ‘tree’). though that guitar features on the majority of my records, it was in an attic in vietnam when i made lone survivor, so the one used on that was actually my even earlier korean 80’s squier stratocaster that my daughter now uses. my first guitar, bought in 1991 when i started my first shoegaze band, ‘nowhere’. i’m not sure if that one has a name but it is one hell of a guitar too. olympic white. at some point the pickguard was painted a custom tortoiseshell with my no doubt toxic 80’s games workshop miniature paints (makes it sound better imo).

anyway this is ocean’s dream. ocean has a sound that’s like waves and water as you’d expect, to my ears shining and full of energy, undulating and infinite. i am so lucky to own this beautiful instrument. it will be the main one i use, i hope, for the rest of my life. whereas with tree i have done zero maintenance since owning it, i have put hundreds of hours of fine-tuning into ocean: it’s always having different issues, it was terribly setup out the box. it goes through expensive chrome flatwound strings like nobody’s business.

these fender offsets (the type of guitar body that is offset for comfort that, as kevin shields says, go forward) are really like the 50’s american hotrod cars they were inspired by: they are fiddly and require a lot of tuning, but when everything’s where it should be, the way they chime is a beautiful thing. this album is an exploration of it going through a lot of pedals and two amps (including the fender 1964 handwired ‘deluxe reverb’ reissue that i felt i needed to complete the sound… my papa used to say always get the tools for the job… i guess? nope, can’t really justify it, but it is really wonderful.)

mostly guitar, zero drums. some sax and piano here and there. i wanted to make something peaceful that maybe could help filter out some of the negativity in the air*. i wanted to imagine what ocean would dream about. i hope it is helpful to you in some way.

peace and love,

~jasper

ps if you listen carefully you might spot some tracks that turn out to be featured in some form in my new game. you may be the first to hear them, in which case.

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!)

nostalgia

when you’ve been working on the same area for 14 years, it becomes so familiar that each new object added becomes a foreign invader. it must justify its encroaching presence or be erased!

it can make the whole process take rather long. back in 2012, when my plan was to make my take on ‘zelda x demon’s souls‘, i wish i’d realised what an undertaking that might be 😀

with that said, i’m getting close to finishing the overworld. it’s a game where, having beaten the introductory level, the world opens up and you and your companions are free to explore in any of four main directions.

so then the hub world becomes especially important. believe it or not i’ve probably spent over a year just working on the right music for it alone. and then recently i went on a nostalgic trawl through all i had attempted over the years and realised a lot was usable, it was just that i needed to seed a variety of songs, given that a huge amount of your gameplay time will be spent around this central hub known as the Temple of the Silent Gods. it was more that i was spending so much time with each song developing it that nothing could ever live up to that amount of scrutiny. i realised i had done some decent work maybe. it was just how best to present it…

this week i’ve been working on a ‘set piece’ area that i’m really excited about, inspired by re-reading Lord of the Rings. i love those memorable encounters with the things that lurk in the dark, unexplored corners of the world.

i’m actually so into this right now. i hope i can maintain this momentum until the finish line.

superflatgames.com is back!!!

hey friends, i hope you’re all doing well. and as ever sorry for the long ‘awk’.

just a quick update to say that the site now has a new hosting package with SSL security and that means that this site and https://lonesurvivor.co.uk and even the mysterious https://newgameplus.com now appear safe to your browser of choice

(keep an eye out spacerecordings.co.uk going live soon also!)

from here on out i’m going to make a concerted effort to update this blog a lot more often, ideally weekly…

the game whose working title is NEW GAME+ has now been in development for over 14 years. which means it may be the longest on record still unreleased game still in active development?

not an accolade i’m proud of by any means, but the game on the other hand, well, that i am more excited by than ever. i have newfound motivation to get it over the finishing line (and as i’ve invested nearly everything in it financially it has to be out soon anyway!)

i also now have a little help from a manager who is taking some of the weight off. more info on that soon…

there’s lots to share in the coming months. i look forward to going on the final journey with you all.

~jasper