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Growth and Regrowth (2-Year Dev Retro)

Two years ago I started making a videogame.

Before starting my 7th semester of college, I prepared to talk with my professor about a free-form project for CIS 690 – a tech elective where you pitch, perform, and reflect on whatever you want. It was about 1 hour before I walked out of my neighboring apartment onto the campus to talk with him that I deemed the moment salient to choose what the subject of my project would be. I had some ideas written down, picked one for a few good reasons, and continue to this day working on that project at a healthy and generous pace.

The game – now called Disharmony – has changed a lot since then, as I would imagine most do from inception to production. But through planning, prototyping, reading, painting, playing, thinking, and doing nothing at all, it has taken on a different meaning entirely while retaining the shape I thought of on that day. It’s these forces of change and holding onto the central shape that I want to talk about, even only partway through this journey, since the act of finding what’s worth keeping in an oddly-growing game is the never-ending challenge of the craft.

(featured painting is Premonition by Remedios Varo)