After spending the past year wrapping up some of my concept art work on ArtStation, I have restarted my game development journey. This post begins a new dev-log series documenting several small projects, experiments, and ideas that I am exploring at the same time.
After meeting other developers and attending the Indie Wavemakers conference, I have been reflecting on the current state of the games industry. With layoffs and major changes across the industry, it is not an easy time to start making games. At the same time, I do not want to wait for perfect conditions before building something.
Am I being too ambitious? Yes.
However, I already know that some of these projects may fail or never reach the finish line. That is part of the reason I am approaching them as small bets and experiments rather than committing everything to one large project.
My current strategy is to build smaller games, release experiments on platforms such as itch.io and Steam, and learn how to promote and market them as quickly as possible. I am still trying to understand what sustainable growth looks like, but shipping smaller projects should help me learn faster.
Project Sunflower
Project Sunflower is a game about color, light, and restoration. The idea explores a world that has lost its color and uses gameplay, material shaders, and visual effects to bring it back to life. I am currently experimenting with the core mechanics and testing how changes in color and lighting can affect the mood and atmosphere of the environment.
Project P.T.
Project P.T. is an experimental first-person shooter focused on exploring spaces. It is still very early, and for now I am keeping the concept intentionally vague while I explore the kind of spaces, atmosphere, and experience I want to create.
Project B.A.R.
Project B.A.R. is a liminal-space game about exploring environments that feel familiar but strangely wrong. The project focuses on atmosphere, isolation, and the tension created by moving through spaces with unclear rules.
I am not sure how long it will take to develop these projects concurrently. I am pursuing this approach partly because AI tools can help me understand unfamiliar systems, study documentation, and learn while I work. However, I still believe that the art assets and music should have a human touch, whether they are created directly by an artist or sourced from an asset store.
Project C
Project C is an early concept for a mobile game with a painterly visual style. The current direction is inspired by the expressive look of Valkyria Chronicles, with an emphasis on strong color, stylized environments, and a distinctive visual identity. At this stage, the project is more of an artistic exploration than a fully defined game, but I am interested in seeing how the idea develops.
These projects are experiments, but they are also a way for me to keep learning, shipping, and discovering which ideas deserve more time.





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