The difficulty of being a Brazilian indie developer
Few know, but the reality here is a little sad and painful.
Being a game developer is a difficult, busy and even exhausting path. It can take all your day, be it to learn, develop or even disclose your project independently.
For consumers of Brazilian games, the term "indie" means games of low quality. Which makes me sad as a developer, because soon face to face is already seen with bad eyes by consumers.
The reason is very simple, with the increase of new developers and the ease of obtaining free tools. Many independent games are released every day and many of these games are released in an unfinished and poorly done fashion using the term "indie." That way, you end up being associated that all games in this category would have the same purposes of being something poorly produced.
Even though we have dozens of indie Brazilian games and several prizes, we are still seen with indifference. Events aimed at our category are rare to be seen here in Brazil, and when we have it is a space in the "little corner" reserved for us.
In addition to the daily struggle to learn the tools, elaborate an innovative idea, develop, we still have the constant struggle in trying to publicize our final product. Few media vehicles help us with the release of the game without you spending a lot of money on them, be they blogs, websites or youtubers. Many claim to be supporters of our cause, however, only if they are taking money out of their pockets.
I've seen myself often being charged absurd values for them just by requesting to test my game, something that eventually kept me from trying to ask for help again for this.
Another fact that is quite common, including in my case. It's about having to work individually on the development side, which leads me to having to work for other companies while I can not survive and not pay the bills with my games in production.
This makes me wear out more and take longer in independent productions. By working 8 to 10 hours a day and every day in other companies, and having to take 2 or 3 hours to go to work and another 3 hours to return home.
In the end, you spent most of your day and taking a few hours to work on your projects at home.
Regardless of all this rejection by consumers who do not consume Brazilian indie games, I have been trying to improve and improve my skills and constant struggles every day. Producing my independent games and trying to gain some space and recognition for what I do, while I have to pay the bills working for other companies.
Here I found a way to show how devoted I am to my studies and skills, and how much I'm passionate about developing using Unity. Below is some of the project that I have been developing over the last few months and some tools used.
The journey of a small creature in search of his lost family.
Babuu is a metroidvania style game inspired by the game Ori and the Blind Forest and Donkey Kong.
Fond of platform games like Super Mario Bros and Metroidvania games, its developer Well Gomes tries to bring in Babuu, a mix of beautiful look and gameplay. The game mixes a frantic action facing its hordes of enemies and bosses, in addition to bringing an exciting adventure.
Babuu is the name of the character, whose species belongs to Kridous. He was in his nest on top of a tall tree, but a great storm approached and made the nest fall from its top. Babuu eventually lost himself from the rest of his litter and was left alone in a world unknown to him. In the attempt to find his family, he ends up discovering that this world will be great dangers and threats to his life.
Game under development using Unity 2018.1.3f1 technologies.
Using the Tile Pallete feature to create the platforms and some parts of the Babuu background.
To give a greater depth and reach in this visual, were added some 3D models, such as grams and trees. Background coloring is due to lighting sprites mixed with Post Processing stack v2 and Post Processing volume.
Another feature used in this project is Cinemachine. Great feature of camera controls and work accurately between gameplay and cutscene.
The intelligence of the flying foes in this game is based on a 2D navigation system, so the enemy has the autonomy to choose the best path and to deflect obstacles.
Producer and developer of this project: Well Gomes