

"Where we've arrived at Eastshade looking the way it does hasn't really been through noodling away on too many details," Weinbaum said. When complimented on the game's visuals, Weinbaum credits it to the team prioritizing what to work on.

That painting mechanic fits in part because the game looks like the dream project of a AAA environment artist. So eventually we were talking one night and she came up with this idea, 'What if you paint stuff and it's like 'I Spy'? You're a romantic painter and you need to find things in the world, then the slower you go, the more you'll excel at this core loop.' When she said that, it was a eureka moment. "We wanted to gamify smelling the roses if we could. "We'd been trying to think of a mechanic that would reinforce the type of play we wanted players to have," Weinbaum said. We wanted to gamify smelling the roses if we could" "We'd been trying to think of a mechanic that would reinforce the type of play we wanted players to have. The painting mechanic came later, a suggestion from Ciezadlo. I wanted to build a world, and I was excited to do that." Some people want to make an indie game because they have a particular narrative they want to do or a novel or special mechanic they want to make a game out of. "I wanted it to be a place first, and then make a mechanic that gives you a reason to be there. "The only core manifesto I had is that I wanted the game to have a strong sense of place," Weinbaum said. While the game's violence-free open-world and painting mechanic might help it stand out in the market, they weren't part of Weinbaum's original idea for the game. It's an open-world game that casts players as a traveling painter, exploring the game's eponymous island while befriending the locals and taking commissions. Weinbaum spent the past five years on the game, along with Jaclyn Ciezadlo (designer, artist, writer, and also Weinbaum's romantic partner), Phoenix Glendinning (composer), Daniel Merticariu (character artist), and a handful of contractors chipping in. That project, Eastshade, launched on Steam last week. I ended up hiring other folks to help me out." It turned out to be five years, and I couldn't even come close to doing it alone. "I felt like if I just had two years, I could make and finish something.
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"I saw so many other really small indie developers put something together alone and I had been working on stuff at home," Weinbaum told recently. He'd been saving up money over the course of his three-and-a-half-year career in game development, and was ready to take the plunge. Five years ago, Danny Weinbaum left his job as an environment artist at Infamous: Second Son developer Sucker Punch to go indie.
