On Tuesday, November 24th, my first published video game, Hands On! Tangrams, will be released into the wild.
I'm sure much of the gaming community will view this release as another run-of-the-mill Nintendo DS budget title, but for me, this is a lifelong dream come true. The game is simple, yes, and that is because it was a young team's first game and first time working on DS hardware. The game received no outside funding and the dev team went into it with no expectation of monetary compensation. This is a game developed by people fueled entirely by their determination to break into the game industry... without even leaving New Jersey.
That this game is being published is nothing short of amazing. Island Officials formed nearly three years ago, and this is the first title we have been able to get off the ground. We have experienced countless setbacks and frustrations, and we have lost a few people along the way. But for those of us who stuck with it, we are finally seeing the light at the end of the tunnel. And for all of our past failures, we have emerged infinitely stronger and more determined as we plan for our company's future.
From a personal standpoint, I consider this one of my life's greatest accomplishments. When I look back at myself three years ago, it amazes me how far I've come and how much I have been able to push myself as an artist and as a leader within that time. This has been my career ambition since I was a little girl, and to finally be able to claim it is nothing short of incredible.
And I never would have been able to achieve this on my own.
Please excuse me if I get a bit sappy here, but I only had a few words of special thanks to include in the game, and that could never cover my gratitude to the numerous individuals who have provided me with support through the development of this game.
First and foremost, I have to thank Ryan and Ryan for giving me, and all of us, this opportunity. Thank you for bringing us all together and keeping us all together when things got rough. Thank you, both of you, for sticking with us and seeing this through to the end... and to the beginning of everything still to come.
Thank you to my parents, for raising me as a proper geek and for introducing me to video games at such a tender young age and playing them with me. Thank you for letting me know that I could do whatever I set out to do, and for encouraging me even when school guidance counselors told me that game development wasn't the most realistic career goal.
Kristin and Matt, thank you for your support and for ultimately joining the cause. Your work is incredible, and I can't imagine the team now without you guys.
Adrian, thank you for putting up with all of my ranting and sticking with me when I thought I was going to lose my mind. You have a big heart, and your passion for IO and game development in general continues to inspire me.
To the rest of the team: You guys rock. Thanks for not killing me and for not making me kill any of you. :) We've been through so much, and I look forward to seeing what comes next. None of us could have done this alone, and I love you all.
To Corvus and my fellow GDC CAs: Thank you for believing in us and giving us an outside perspective on things. You give me faith in the industry and our ability to push out in new directions.
To all of my friends at VGMM: Your faith in me has been an inspiration. Thank you for being the best home away from home on the internet. :)
And finally, to my managers and coworkers at CAI, past and present, thank you so much for your support. I can't tell you how much I've appreciated your understanding and allowing me to be flexible in my schedule so that I could help pull this off. Thank you for showing me by example how a company should be run and how a workplace can feel like a family.
Sorry to get all mushy on ya, but after all the ups and downs we've been through, the reality that this is finally happening is almost overwhelming.
Thank you, everyone, and may this game be the first of many!
Sunday, November 22, 2009
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