Greetings TIG Source!
My name is Rusty Moyher. I've been creating games for almost a year. Making games as a solo developer can be isolating. Twitter has helped me connect with other indies, but the medium has it's (140 character) limits. Many indies at GDC suggested TIG Source, so here I am.
I grew up Nintendo. When I wasn't playing Mario or Metroid or Zelda, I thought about them. I loved the instruction booklets. The game boxes. The worlds inside. I cherished each new issue of Nintendo Power. I watched The Wizard too many times. When asked "what do you want to be when you grow up?", the answer was always the same: make Nintendo games.
But actually creating a game seemed impossible. Like some kind of black magic. I made a couple point and click adventures in HyperCard, but I didn't see these as real games. I took a couple programming courses in high school and college, but they didn't teach me how to make games. I became discouraged.
So life went a different direction. I got a B.A. in English. I taught Photoshop and video editing at high schools. I made independent films
Things changed on October 5, 2009. Daring Fireball linked
to Semi Secret's Canabalt
. My mind was blown. It felt like an old Nintendo game, but it ran on my iPhone. Next February I saw a video for Shaun Inman's Mimeo
. The same feeling, but better. And it was all made by one guy. Finally I played Matt Comi and Neven Mrgan's The Incident
An idea had been planted: if they made a game, couldn't I? I couldn't remember what a variable was, but it seemed the "black art" of making video games could be learned.
So I googled. And read books. And watched videos. I learned some C. Then Objective-C. It was slow going and often discouraging, but I didn't give up.
After 10 months of on and off study, I felt ready. I believed I could finally make a game. On June 2nd, 2011 I quit my job and started working on my first game
And I haven't stopped. I've released two
games for iOS and participated in Ludum Dare 22 and 23
I wouldn't have realized my childhood dream if not for the people who shared
their game development
stories. I hope to pay this forward as I share my own story with all of you.