the idea to document the entire process of launching a new studio came from watching the very superb documentary films, Double Fine Adventure, Double Fine PsychOdyssey, and the NHK's Ten Years with Hayao Miyazaki.
each of these films documents the creative process and business aspects, in a "warts and all" style of filmmaking. while not true cinema verite, the films make an earnest attempt at portraying their subjects in a compassionate yet unyieldingly honest manner. in each, you see the growing pains, the arguments, the frustrations and joys of running a creative business.
documentary-style development isn't something easily found in the games industry. studios and publishers, especially in the age of corporate anxiety, are loath to reveal the ugly inner workings of the industry and its culture. ten years of working as a contractor for other companies has revealed a culture of "keep it to yourself" - a blanket NDA on everything, good and bad.
this journal is my attempt at showing what it's like to run a long-term game business, from beginning to end, however it turns out. maybe it will help to both demystify and deromanticize the business of making games, for those who have flirted with the idea of quitting their day job and doing what they're passionate about.
each of these films documents the creative process and business aspects, in a "warts and all" style of filmmaking. while not true cinema verite, the films make an earnest attempt at portraying their subjects in a compassionate yet unyieldingly honest manner. in each, you see the growing pains, the arguments, the frustrations and joys of running a creative business.
documentary-style development isn't something easily found in the games industry. studios and publishers, especially in the age of corporate anxiety, are loath to reveal the ugly inner workings of the industry and its culture. ten years of working as a contractor for other companies has revealed a culture of "keep it to yourself" - a blanket NDA on everything, good and bad.
this journal is my attempt at showing what it's like to run a long-term game business, from beginning to end, however it turns out. maybe it will help to both demystify and deromanticize the business of making games, for those who have flirted with the idea of quitting their day job and doing what they're passionate about.