Sunday, November 17, 2019

Progress In Octopia

Please check out some of the new footage from Mobli:




a scene from the opening cinematic

we added power meters and new graphics to the bosses!

the storyline is as exciting as ever!

you can customize Mobli with the treasure you find along the way!

Saturday, October 26, 2019

Mobli Marketing: The Poster



This is a poster my lead Artist has been working on that I think really encapsulates the spirit of the game. It’s colorful, cartoonish, it alludes to a grand adventure with many fun characters along the way. I also like the way it makes Mobli’s hometown as much of a character as any of the individual octopuses themselves. It’s very much true that the setting is an important character of its own. 

Thursday, October 17, 2019

Milestones & The Evil Kween's Hideout

Inside The Kween's Hideout

I just played the first version of our demo in which Mobli reaches inside the Kween's Hideout, and I have to say, I am so proud.

 Not only does this particular level look great, but it looks great and it marks a milestone that suggests I'm going to achieve my goal of getting this playable demo done.

 To be totally honest, my initial idea of the demo was just one level and the tutorial. However, for my particular game, I felt that the story and the array of baddies was so integral to the enjoyment of the game, that we needed to include the entire first zone.

 It's funny, talking about decisions like that, especially at a point in development in which no one on the outside in judging or criticizing the game.

 Some thoughts I have, grazing through the game at this stage in the process: Is it good? Is it bad? It's kinda bad. It's kinda good! What is it? Those crystals look awful. Those crystals are looking better. Wow. Boo!

 I know that there are some artists out there with the fine artistic motor skills of a genius, but I think Mobli is what carries this demo through. He's so cute. He's so determined. He's got a cute name.

After all the good and all the bad, upon reaching this final stage, I was so proud of Jose, our in-house artist (so-to-speak). He did such a great job on the level. It's got such a cool style. His 3D models really bring this whole game to life... Literally. I love what he's done with the Neil/ Evil Kelp Kween 3D Model.

And before I say too much more about stuff you don't know about, I'll leave you with the image that prompted this post.

Tuesday, October 15, 2019

Staying Positive And Working With Doubt

I'm going to start this blog with an update about Mobli's development.

We implemented a new mechanic into Mobli's repertoire yesterday. The Mobli Drill is up and active.
Mobli meets "The Goddess of Octopia".

The idea of Mobli started, with a list of very basic mechanics. I knew, after the first couple of levels, that a full game would need some more depth. I was able to think of something that not only added a bit of nuance into the gameplay, but coincides nicely with an evolving storyline. Cham, Mobli's programmer, told me that video games are Magic. So I really took that to heart and incorporated "The Goddess" into Mobli's storyline.

I don't want to give away everything just yet, but needless to say, the magical inspirations of my youth, shows like Sailor Moon, and games like Final Fantasy, are showing up more and more in Mobli's adventure. And it's quite the journey!



I, like so many creators, suffer with doubt. Also, like so many creators, I don't have any wildly successful ventures in my past that I can rest my laurels on. The type of doubt that lives within me, is that kind that speaks with authority, and says "Not only have you never been successful, you never will be."

And that's just there. I've tried to deny it. I've tried to overcome it. But sometimes, you just have to accept yourself, for what you are. Not what you want to be. And not what you could be. But just what you are right now.

As I run through builds of Mobli, I go through internals ups and downs. I see, "wow, this game is actually pretty unique, it's pretty energetic, and it's basically everything I hoped it would be."

But then come the thoughts: "It's not really that great. It's not good enough, anyway. It's not the worst,  but it's DEFINITELY not the best."

In addition to tough internal thoughts, engaging as I do on Facebook, I find myself bumping heads with other creators and creatives. I find myself on the defensive, and I never like how it feels to be on the defensive.

The truth of the matter is: I'm about 2 months into this project. Money has been spent. Time, energy, expectations... I'm not giving up on this project. So however the doubt comes, I known one thing: I'm finishing the demo. I'm doing the marketing plan. I'm pitching it. And I'm going to go strong with it. I'm not going to shuffle away in shame.

So it's time to get tough. I've begun thinking about marketing, and I plan to get a Sister YouTube Channel to this blog going this week. I'm going to keep on posting here. I'm going to manage the production of Mobli as closely and efficiently as I can. And heck... I'll even try to get in some exercise in between it all.

Life has many facets, after all. Our physical bodies can't be ignored, just because we have creative projects that need tending.


Sunday, October 13, 2019

Finding My Core Team On Facebook

Just before I received the $18,000 quote from the Ukranian's, I had posted to the Indie Game Dev Facebook Group I had already started engaging with. From all of my experience with hiring producers and videographers for my music career, I intuitively knew this would be an absolute goldmine for finding the perfect team.

And I was not disappointed.

Cham was either the first or second person I spoke to, and very quickly, after looking through his portfolio of games, knew that he was my speed. Luckily, he came with an artist friend, too, who had experience in game animation.

Cham and Jose are based in Jalisco, Mexico and there is a bit of a language barrier, but they offered me a rate that I could absolutely afford and I felt that they had just the amount of experience required to execute my game idea.

They weren't the most experienced by a long shot. They are in their mid-20s and while not completely inexperienced, they are definitely youngbloods. They are just starting out their careers and have a lot to learn. Just like me, though.

They agreed to work with me from 12-5 Monday to Friday. We began meeting daily via Skype, but we moved to Discord shortly after. Cham and Jose share their screens with me so I can both supervise and collaborate. Not to mention learn about the process.

 This video of the game is the product of less than a month into our working together, and I am feeling very optimistic about what we can achieve before the year is up. While the language presents some challenges, persistence and patience pay off in the long run and I am finding we are working better together every day, if not every hour.

In future blogs, I will get into more of the details about what it's like working with Cham and Jose. The difficulties and the awesomeness of it all. 

So far, it has been a really great experience. I'm not always the easiest person to work with. I lose my cool sometimes, but I try to be as inspiring and beneficial to them as I can. They are awesome team members and I'm really excited about what the future holds for Mobli because of them.


Mobli Pitch Presentation!