• they/them she/her fae/faer ey/em

Sometimes I draw (#artumn) and sometimes it's horny (#artumnsfw).

18+ only because of that and rechosts to promote other artists.

Just drawings: @marimorgan

Priv: @versmut

Too much venting: @hitoribocchi

discord: autumndidact



IndieGamesOfCohost
@IndieGamesOfCohost

With INDIE INTERVIEWS, I talk to the game developers hanging here on Cohost to learn more about new games you might love.

I like text. In some ways, text is the simplest building block of a game. When your team is small, it's one of the most approachable things you can add, change, and build upon. Heck, there are whole genres of game built entirely on a foundation of text. But how do you make sure that writing is actually effective? That's where writers in the world of games come in. I chat with Narrative Designer @damonreece to ask them about their experiences in writing and wrangling narratives.

You can find Necrobarista on Steam, Nintendo Switch, Playstation, and iOS.

You can find Grim Tranquility on Steam.

Introduce yourself for everyone here on Cohost: Who are you?

Hello! I'm Damon and I do narrative for videogames. I've been at it for around ten years now.

How did you find yourself first getting into game development?

I was a teenager with a lot of terrible ideas and very little understanding of how the industry or the development process worked. I basically just dove in without any reservations and made a lot of silly mistakes. But mistakes are a learning opportunity, and I certainly learned a lot of lessons from my various misadventures. The first time I felt like I was properly "in" game development was with the release of the first game I directed, called Steal My Artificial Heart, for Antholojam in early 2015. I still think about it a lot and would love to expand on the concept someday with my wonderful set of collaborators.


ashleyangel
@ashleyangel
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in reply to @IndieGamesOfCohost's post:

This was really interesting, thank you! Necrobarista was one of my favourite games I played last year, the characters and the presentation just oozed cool without being cynical. I haven't seen anything like it before or since. This was a fascinating peek behind the curtain and I'm sorry to hear about the game's troubled development.

Wishing Damon the best of luck with their work with Pillow Fight! Consider me a fan.