Development for Blackmask is going to slow down as Adam and I are dealing with unrelated new day job stuff. I’m going to reduce these posts down to once a month due to how uneventful my life is going at the moment.
I recently became a Twitch Affiliate and close to getting 100 followers on Twitch, which is incredible and I need to do something to celebrate that. I’ll still be doing Twitch livestreams to work on art assets and concept art for gameplay ideas and Adam will still be plugging away at the game in his spare time away from his contract work.
We’re hoping to try and have a small playable demo around PAX East or so but if not we won’t rush it. If you want to keep up with new updates, we set up a Twitter, Instagram, and YouTube specifically for Blackmask and that’s where I’ll do the more development focused updates to separate it from my personal art accounts.
As I go, I’m still doodling game ideas and I’m playing more video games like Bloodstained: Ritual of the Night to get some ideas and relax during my surprise burnouts.
It’s going to be awhile of testing and building to figure out what the hell Blackmask’s actual gameplay hook should be. I’m too in my head and worried about messing up but I need to remember that even if the game fails, I have a portfolio and demo reel that I could take to a company to say that I can complete a video game.
I refined my logo today, sticking with the 4 Game Boy green colors to stay in line with stuff. The top version’s supposed to have a gradient, but the greens don’t have enough contrast. Overall, I think 3 is right on the money! This is going to look good when I get it to pixel art
I still draw in my spare time, doing my best to scan my work and update my Sketchbook. It keeps me from getting burned out my more monotonous commissions and the boring aspects of my day job.