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Leaving The Comfort Zone

So for a long while I’ve been examining what direction I want to go, both personally and professionally, into the future. It’s certainly been a crazy ride these past five years, with the success of Dear Esther providing ample resources to allow me to continue on with indie development if I so desired, but during that time I’ve been also battling an increasing feeling of isolation, both personally and professionally; For the past five years, 90% of my days have been spent working alone in my rather pokey (although originally affordable) 1-bed apartment. My conversations with people existing mostly through Skype or via email, and with most of my close friends moving on or away from my sleepy home town, I’m left wondering what the hell I’m still doing here… Initially I thought I could distract myself with another project, the rationale being that if I had something new to work on, some kind of …Read More

Dear Esther Unity: How..?

So I thought I’d do a follow-up to my previous post on the Dear Esther Unity port with a little more detail for those of you who are curious about exactly how I managed it and some of the tools I used: Overall, I’d estimate Dear Esther to be 10% gameplay code and 90% content, so starting out, my number 1 priority was to get the content into Unity. The biggest obstacle I faced was how to get all of the content out of the Source Engine and over to Unity. …Read More

Dear Esther and Unity

So I posted a GIF on twitter a couple of days ago, and as some of you will have already noticed, it shows Dear Esther running in Unity. It’s a project I’ve been personally working on for around 2 months now and I think it’s finally getting to a point where it’s worth talking about. So you’re probably thinking: “Why would you want to port Dear Esther, a fully finished game, on a solid engine, over to an entirely new engine so late after release?!”. Allow me to explain… …Read More

A Retrospective/Post-mortem on Dear Esther

So it’s been a long time since I’ve had a chance to update my blog. The last time I posted on here, the game was just mere months away from release and I was pretty damn petrified. Since then things have been a blur, so much has happened in the last 12 months that I’ve really not had time to reflect on it all, but now I have a bit more free time on my hands I’ve decided to step back and take a closer look at the game’s development, its humble beginnings and the amazing, scary and emotional ride that I’ve been on for the past 3 years. …Read More

This Beta Be Good…

First of all, let me apologise for the lack of updates over the past few months, things have been rather insane here lately to say the least. Back in October, whilst still battling through a mountain of bugs, I decided it would be a good idea for us to enter DE into next year’s IGF. Up until this point Jack and I had been mostly fixing up the game to get it looking and functioning as it did in our Orange Box engine alpha, and although we were through the worst of it, I had yet to do any polish and hadn’t even begun the process of stripping out all of the portal 2 content, not to mention that we didn’t even have a functional UI! …Read More