

Nope, that lil’ dude had to work up to his big-boy-britches slowly, and our plan for Arcadian Atlas is much the same: a slow build.Īll of game development is a juggling and allocation of resources – time and money being the most vital. Link wasn't just born ready to bear the Master Sword. Which is why we want to talk about our approach to Arcadian Atlas, and how you, the community, are an integral part.
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Juggling full time jobs, developing a game, and seeing human beings in real life for at least five minutes out of each day takes a lot of effort, and we know we can’t survive this alone. So we realized early on that this process depends wholly on community. We are, at the end of the day, just a couple people lost in a ruin of bricks. It’s gritty and tangible and glorious.īut our team is also older and wiser now – a lot of our towers of brick have fallen apart – and we know that it’s exceedingly dangerous to go alone. The evidence doesn’t lie: people make better games when they want to play them themselves – it’s that creative drive so many developers feel when they start building something, digging their hands into the dirt to form that first brick. A certain amount of selfishness is to be encouraged, though maybe not applauded, in game design. As much as we love everyone (equally and fully and forever and ever), we’re making Arcadian Atlas for ourselves.Īnd that’s good, in fact.

(it can be found with all its original, pretty formatting here)ĭon’t let our charming demeanor fool you. Our writer / my brother wrote up a dev blog post detailing the future plans for Arcadian Atlas:
