back in 2015, Gaslamp Games was about to have a layoff and I didn't know it.
We were in the middle of a development pivot. Early access was out and it wasn't selling great. The artists on the team needed to start finding other tasks to do, because we simply had more art in the game than we could use but a huge coder bottleneck.
The office was scheduled for cleaning for the day and we all had to get out. The art director sent the three artists - myself, the animator, our character modeler, and our environment modeler - home for the day with LUA instruction booklets. Our task: Install Love2d, follow the first few chapters in the book, and on monday we would turn in the compiled software we had made.
What I didn't know was that this was also a test. Gaslamp couldn't retain a team of 4 artists. Who got to stay was going to depend on who showed themselves most capable of pivoting into a non-art role.
I threw myself into it with my usual gusto. I can't resist a good challenge. When we came back on monday, unfortunately, both of the other artists had run into trouble and weren't able to get their basic projects to compile.
I turned something in. And today I found the files for it, fully intact on my drive. So please: enjoy. The below is what I handed over to my boss at the beginning of the next workweek.
And that's how I ended up doing game design, event scripting, and writing the entire tutorial for Clockwork Empires.