A lot of the stuff we do is really rough. There are huge benefits to not investing a bunch of time into detailed, beautiful work - art, code, even design - until you know that you've got a solid enough foundation to work from that it's worth  polishing things up.

It's a great way to work. You don't invest a lot of time into things you may throw away, you don't get emotionally invested to the point where it crushes your morale if things need to get changed. You experiment, you test, you iterate, and you improve.

That's all great internally, where we all share a vision for the destination. But when you start to talk to people on the outside, it can get a little messy.

Showing a character sketch may get the point across to us, but it doesn't have any emotional "punch" to it. You don't know who this is, or why they're here, or what those bits on their suit are all about. It might give you some insight into what we're up to, but it's not something you're going to get excited & tell your friends about.

And for building the game, that's the correct approach. Because this isn't the be-all end-all sketch of the character we're going with. This is a sketch that gives us an idea of whether we're "directionally-correct". We've got a better idea of what the character's needs are. We have the things that make the character "who they are". How they fit into the game lore. Why they look the way they do. How they'll read to the player. We did dozens of sketches for the main character - some too bulky. Some too futuristic. You'll probably see some of those over time.

But when you're trying to deliver a first impression, none of the work behind the impression matters. The only thing that matters is the impression.

Give Me Fuel

Coming soon on iOS.