HOW HAS THE DEVELOPMENT JOURNEY BEEN
At the time, there was a big wave of redundancies in my line of work. Initially, I promised myself that if I got laid off, I'd finish my novel and get it published before finding another job. But as I discovered Unity and began to analyze the independent video game market, an idea began to take shape: if in France it's almost impossible to make a living as an author, wouldn't it be possible to make a living as a game developer?
The Unity tutorials became my routine, and several times a week I'd block off two hours (which often became three), and the further I got, the more I discovered the extent of my ignorance, the more I needed these tutorials. If I had to be self-critical, I'd say that at that time I should have learned how to design games, in addition to learning how to develop them.
In May 2017, my wife's medical situation worsened and she - among other problems - lost her hearing completely. I stopped working for two months to absorb the shock and adapt to this new life. I asked myself if it wasn't time to take a break to look after her and my writing or game creation projects. My doctor, my shrink, my boss, they all convinced me it was not the right time, as let's be honest, I had no energy left. I went back to work, gave up writing and game creation (I did keep the mountain trail-running, though) with one goal in mind: when I got back to my “former energy level”, when I started to get bored again, it would be time to quit my job and go full time on my artistic projects.
Those two years went by so quickly, and at the end of 2019, I knew the time had come and left my job. I spent several months working on a shooter that alternated isometric and FPS views, mainly to train myself, but I wanted to develop everything myself and it was progressing very slowly. Then COVID 19 came along, the world changed, and I heard about David Wehle's Game Dev Unlocked course.
I took a break to go through his training and realized that, probably because I was a developer, I wasn't making enough use of the technical assets that could boost productivity. I had to make a game, finish it and release it on Steam. That's how Breaking Lockdown was born, a (too?) frustrating game requiring (too many?) skills, quite influenced by the fact in 2020, the outside world was hostile.