Twilight Cataclysm
Started as a school project - beginning of my career in gaming business.
A Naive Yet Passionate Beginning in the World of Game Development
In the world of game development, every journey has a unique starting point. For me, it all began in a computer science class at school, where we embarked on a small turn-based strategy game. It wasn't groundbreaking, but it sparked our passion for game development. This initial taste of game creation led to the birth of Twilight Cataclysm and marked the beginning of my career in the gaming business. Here's a glimpse into my journey:
Our start into game development was a result of our school project, where we dabbled in creating a simple turn-based strategy game. It wasn't a masterpiece, but it was fun and garnered us good grades. The experience left us hungry for more, so we set our sights on a more ambitious project: Twilight Cataclysm. Heavily inspired by the Command & Conquer series, our game was set in a modern, post-apocalyptic conflict setting.
Our motivation was simple—we wanted to turn our shared passion for video games into a creative outlet. Each of us brought different skills to the table, making it a natural decision to form a collaborative team. Our diverse skill sets would prove to be invaluable in the journey ahead.
Twilight Cataclysm may not have been a trailblazing concept, but our enthusiasm and naivety drove us to create something we loved. Despite lacking expertise in storytelling, we were determined to take the first steps in game development.
For me, my entry into the gaming industry was far from linear. I explored various roles, from UI design to 2D and 3D design, and even ventured into music and sound design. I became a "jack of all trades, master of some," acquiring a broad knowledge base that would later become a valuable asset in my gaming career.
Our biggest challenge came in the form of our own ambition. We had limited knowledge of game development and virtually none in 3D graphics. Learning the necessary skills and overcoming the hurdles of creating a 3D game proved to be an arduous yet rewarding journey.
Despite our efforts, Twilight Cataclysm was never released. It lacked that unique selling point, that spark of innovation that would set it apart in a crowded market. While it may have been a disappointment, it was also a valuable learning experience.
Our journey didn't end with the shelving of Twilight Cataclysm. Our lead programmer ventured into his own gaming studio, taking with him the experience and technologies we had developed. The sound designer and I formed Sine Syndicate, a sound design company. While both ventures faced challenges, they paved the way for the creation of The Bitfather, a company that would develop the successful game Pixel Heroes: Byte & Magic. Without Twilight Cataclysm, this unique path might never have unfolded.
One of the most significant takeaways from the Twilight Cataclysm experience was the value of trying new things and embracing failure. Even in failure, there are invaluable lessons and skills to be gained that can shape future successes.
Looking back, our work on Twilight Cataclysm was surprisingly professional, despite our limited experience. The foundation of professionalism was there, but we needed more experience to transform it into something truly successful.
Twilight Cataclysm had a ripple effect on my life and career. It introduced me to key collaborators and partners, ultimately leading to the formation of Sine Syndicate and The Bitfather. Without this modest beginning, none of these exciting ventures would have unfolded as they did.
In conclusion, Twilight Cataclysm may not have seen the light of day, but its impact on my career and the gaming industry is undeniable. It was a passionate and naive beginning that set the stage for future successes and a deeper appreciation for the world of game development.