Some more fantastic booty pics for ya š Another little journal entry into my life: if youāve followed me for a bit across my various social mediaās youāve likely seen me mention Game Design at some point. One of my biggest goals, even since childhood, was to design my own video games. I love reading. I love cinema. I love storytelling as a whole because itās a chance to live through experiences that simply arenāt possible in our day to day lives. For me, video games are simply another medium through which stories are told, but with video games you are far more involved in the experience, and multiplayer games give you the chance to share that experience with others. I have so many memories that I hold sacred from video games. My first time beating Halo 3. Living out my dreams of being the worldās hero in Oblivion and Skyrim. Chopping down trees while chatting about life with strangers in RuneScape. All nighters spent playing Mario Kart with my brothers. Itās those type of moments I hope to recreate for others. Iāve spent a long time studying the gaming industry. What it takes for a small game studio to be successful. Which gaps exist in the industry that larger companies arenāt offering gamers. Marketing strategies that focus on building community instead of preying on peopleās money. Game theory as a whole, and what aspects of a game keep people psychologically engaged and interested. One of the first steps taken when design a new game is to build a Game Design Document. A document that covers every detail that the game entails. Story, characters, items, levels, art assets, production timeline, monetization strategy, target demographic, marketing strategy, estimated cost, and so much more. Iāve built a few of these Game Design Documents, and have them ready for execution once Iām able to generate the revenue required. Itās very difficult to get a business loan for Game Design, I have no large publishing company financially backing me, and no other investors interested, so I must come out of my own pocket for everything. Because of this my first few games are designed with budget in mind. Relatively simplistic mechanics, an art style that is still unique but not labour intensive to produce, placing a focus on engaging gameplay over jaw dropping scenery and complicated stories. The first game I plan to produce also happens to be the cheapest but that still doesnāt mean itās cheap. To create what I want, trimmed down to its most important necessities, will cost an estimated $50k. A significant portion of this cost is skilled labour via programmers, artists, a sound engineer, network engineer, and a few other loose end roles. Iāve studied each of these fields a bit, and continue to hone my skills, because I feel the better understanding I have of these skillsets the more efficiently I can lead a team of people who must perform these skills. But Iāve also had to accept that it will take years to develop these skills to a level of proficiency where I can fulfill these tasks myself. On top of having a primary job, it simply isnāt feasible. So, keep an eye out! Eventually Iāll make this dream happen, and youāll be able to play a game designed by your very own Pat š„°