The Process of Creating an Experimental Commercial Indie Game
summary
Build is a commercial indie narrative game called Where the Water Tastes Like Wine with a 3D overworld, 2D branching conversation vignettes, and about 200,000 words of text. Development replaces an unusable tarot-card mechanic with stories-as-currency that level up when retold. Team struggles include artist turnover, a late co-dev for art (Serenity Forge), and publisher help for voice and localization; recording totals about 36 hours booth time for characters plus 36 for narration. The game ships after long QA and redesign.
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chapters (14)
- 0:00Start
- 0:44Technical Difficulties
- 10:39Music
- 12:41The Great Depression
- 14:22Jrpgs
- 24:58Make Prototypes of Games before You Make Them Right
- 31:34Ui Art
- 32:093d Art
- 36:01Level Design
- 37:19Code
- 40:11Resource Hubs
- 41:44Disaster Struck
- 47:51Voice Acting
- 53:27Shipping
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