The Honest Version
I currently work a full-time job, but my goal is to become a full-time game developer.
At the moment, I am the primary developer on all of my projects, with my brother helping on the audio and sound design side. Building games while working full-time has meant sacrificing a lot of sleep and most of my free time, but it’s a dream I’m committed to pursuing.
The release of my first game was a valuable wake-up call. It showed me that testing a game within a close circle of friends and family isn’t enough. Going forward, as future projects approach release, I plan to run closed beta tests with members of the community who are interested in helping identify bugs and provide feedback before launch.
I don’t believe in releasing unfinished products. While I understand why Early Access works for some developers, my goal is to release games in a complete and polished state—or at the very least, in a stable and fully playable condition.
THE GAMES I LIKE
CORPOREAL and THE GUARDIANS are very different games.
One is an atmospheric, slow-burn horror experience. The other is a fast-paced tactical air combat game. Switching between them can be a significant mental shift, but it also means neither project ever goes completely cold. Progress on one often sparks ideas for the other.
As a developer, I tend to borrow and adapt mechanics or design ideas from games I enjoy, incorporating them where they make sense and support the experience I’m trying to create.
Where Each Project Stands
CORPOREAL was inspired by the ghost-hunting shows I watched growing up. I wanted to create an experience that takes players through the spirit world and captures the feeling of investigating the unknown.
The core gameplay loop is built around investigation, discovery, supernatural power progression, and ultimately confronting the forces behind each haunting.
Unfortunately, the game launched with more bugs than it should have. In my rush to release before Halloween—while balancing a full-time job and very little sleep—I introduced a bug tied to a jump scare sequence. The camera shake effect was intended to last for one second, but under certain conditions it would continue indefinitely.
What made the issue particularly frustrating was that I never encountered it during my own testing. I only discovered it after watching a YouTube playthrough where another player triggered the bug. Once I finally identified the cause, a month had already passed since release, and the game had largely disappeared from visibility due to the way storefront algorithms work.
I know there are still issues that need to be addressed. However, vague reports that simply describe the game as “buggy” can be difficult to act on because I need enough information to reproduce the problem before I can fix it. One of the biggest lessons I’ve learned as a developer is that players will always find situations and edge cases you never considered during testing.
I will continue supporting and updating CORPOREAL as issues are reported with enough detail to investigate them. My development time is limited while I continue working full-time, but I remain committed to improving the game.
THE GUARDIANS According to my project tracker, THE GUARDIANS is currently about 40% complete.
The remaining work is substantial, but the core gameplay systems are already in place. My goal is to release an updated demo in the coming months that better showcases the direction of the project and the progress that has been made.
THE GUARDIANS is heavily inspired by one of my favorite games growing up, Ace Combat 5. I wanted to capture the feeling I had the first time I played it while adding my own ideas, experiences, and gameplay systems to create something that feels both familiar and new.
What’s Next
Going forward, I want to be much more consistent with development updates.
My goal is to post progress updates at least once every two weeks. Both projects deserve the visibility, and the people who have wishlisted them deserve to know how development is progressing.
Thank you for following along and supporting these projects. It genuinely means a lot.