So I guess it’s my turn to introduce myself? Well then, please stand by while I do just that.
Hey folks, I’m Marius, and I’m the coder here.
For my ninth birthday I got a Lego Mindstorms robotics kit. When I read the age label on the box (“Ages 12+”), I believed this to be a regulation and asked if I had to wait three years until I could do something with it. Fortunately my parents resolved the misunderstanding and I immediately went to work building and programming all manners of robots with the included visual programming toolkit.
Eventually I started wondering how computers themselves worked and how the programs are made, so my dad basically sat me down at a computer, handed me a Perl beginner’s guide, and showed me how to write and run a Hello World, and I was hooked. By the age of 11 I had written dozens of teeny tiny mathsy gizmos, problem solvers and ASCII art games in the little time I was allowed at the computer, and by the age of 14 they were measured in hundreds. Unfortunately they were all lost to time and at least four deceased computers.
During that time, I also wrote my first actual nontrivial graphical video game, it was a platformer I cobbled together in Perl/Tk. Everything about it was horrible, but at least it worked great. A bit later I managed to write up a pretty decent Enigma clone, followed by lots of puzzle games.
A few years passed, and I started to have bigger plans for games I wanted to write. Paradoxically, this resulted in me coding less and less, because in the process of finding the utilities and knowledge I needed to write better games, I accidentally found the entire Internet in all its glory, and while I still read up on programming languages, game libraries, and algorithms, I never actually used them, because I didn’t trust my knowledge for lack of experience (and not trying stuff obviously didn’t help to gain experience), and because the Internet kept me from getting bored enough to do it anyway. It turns out that I still had an internal urge to code, because when I finished school, my entire graphical calculator was filled up with more of these small programs and pixel games. In total I had coded about 200 of them, but many were lost on various occasions, including a memorable occasion which resulted in me managing to find out the minimal number of keypresses needed to glitch the calculator out so much that a complete wipe-and-reset was necessary (for those interested, it was 14).
Then I enrolled in university and suddenly I had much too much free time, because a) semester breaks are three months apiece and b) I had already attended most of the first-semester courses while I was in school. So I finally grabbed myself a decent game library (I went wih LWJGL) and started coding some more complex games, and while they were fun to play, they never got past the beta stage: Game mechanics were fully implemented, the game was fully playable, the bugs were all gone, yet there was no content at all. The platformer had exactly two levels (both were test levels), the racing game had three tracks and three items, and the multiplayer FPS had neither levels nor models.
Because who needs assets if the game is playable already? (Also I suck at assets).
Turns out I do need assets. Recently I played Starbound, Fez and FTL because of Steam sales, and I found out that immersion is absolutely crucial to make me think that a game is exceptionally awesome. And a crucial part of the immersion is that you actually need there to be something immersable in, which actually requires lots of assets. Content, story, graphics and audio, those are things that provide immersion, and those are all things that I suck at, which means that I can’t make any exceptionally awesome games by myself. So I thought to myself: “I should join a game company”.
And now here I am. Let’s do stuff.