In this article, I want to share the story behind my debut indie game — a passion project that has consumed the last two years of my life. This game is more than just a collection of mechanics and visuals; it’s a deeply complex experience that I’ve poured my heart and soul into. To keep things digestible, I won’t dive into the nitty-gritty technical details but will instead offer a broad overview of the game’s many aspects, ensuring you get a clear picture without feeling overwhelmed.

Before we jump into the game itself, I’d like to briefly talk about my personal journey. This game isn’t just a project — it’s the realization of a lifelong dream. It’s a dream that took shape alongside my own growth, both as a person and as a professional. Without that accumulation of life experience and skills, I would never have been able to shape Artman into the immersive, rich experience it has become.

In the office of the legendary Looking Glass Studios, known for groundbreaking titles like System Shock and Thief, there once hung a simple yet profound sign: “We create worlds.”

For someone like me — who spent countless childhood hours immersed in imaginary realms, whether through games, books, or films — that statement felt like a perfect encapsulation of my dream. It was an ideal I longed to embody: the idea of channeling creative energy into building entire universes where stories could unfold and players could lose themselves.

From my earliest school days, I was already trying to create my own worlds. I would sketch intricate maps of fantasy lands, endlessly weaving together the details of their organization, ecosystems, and the creatures that inhabited them. This hobby wasn’t just a pastime; it was a window into the kind of life I hoped to lead one day.

But as I stepped into adulthood, I was met with a harsh reality. I wanted so desperately to create games like those I’d grown up with — Deus Ex, Warcraft, Mass Effect, Fable, and many others. However, breaking into the industry as a game designer in the post-Soviet region was a near-impossible feat. That ambition quickly collided with the limitations of the local job market, shattering my childhood fantasies and forcing me to develop a far more pragmatic perspective on pursuing a career in game development.

In the eight years leading up to the development of Artman, I made numerous attempts to find my footing as a game designer. I joined various indie projects where teams were assembled on forums, tried to organize my own crew, and even managed to land two separate job offers from studios — though only as a UI artist. Both opportunities, however, ended almost as quickly as they began. Within half an hour of signing an NDA and being introduced to the projects I’d be working on, I walked away. Why? Because I couldn’t bring myself to pour my creativity into designing interfaces for hyper-casual games or online casinos.

Instead, I found solace in practicing level design using tools like the Warcraft 3 map editor and Unity. These moments became my creative outlet, allowing me to stay connected to game design even when the professional opportunities didn’t align with my vision.

Perhaps my most significant achievement during that period was a tabletop game I created as a passion project. It was a business simulation where players took on the role of game developers — a game that became a source of endless entertainment during evenings with friends, often between rounds of Magic: The Gathering. Although two publishers in Ukraine declined to greenlight its release, the game remains a cherished piece of my journey. Even today, it occasionally comes to life again during kitchen table gatherings.

By the way, the idea of a game design simulator has actually appeared on my creative radar before. Back then, I envisioned it as a game exclusively for tablets, though I had little understanding of the true scope of such a project. My attempts to assemble a team for its development didn’t pan out, which, in hindsight, might have been for the best. At the time, I probably wasn’t ready to truly take on the responsibility of leading a team.

Nevertheless, the years went by, and I continued working as a UI designer for websites and mobile apps. Yet, my desire to create games never faded, in fact, it only grew stronger with time. Deep down, I knew that someday I would embark on my own project.

With that goal in mind, I started honing my artistic skills using Procreate on iPad, determined to merge my two areas of expertise — design and art. I wanted this combination to lead to something truly unique.

One of the key milestones in the journey toward creating Artman was a non-commercial project I worked on a conceptual website dedicated to the Dune universe. Through this project, I developed a clear vision for the overall aesthetic of the interface and the art design that would eventually shape my game.

The idea for Artman had been incubating in my mind for a very long time. I envisioned the central figure as a force-sensitive artist, capable of traveling between worlds and returning with unique revelations to share with humanity. At one point, I even wrote a rough draft for a feature-length film based on this concept.

Finally, in 2023, after years of creative exploration and refinement, Artman took on its final form — a crystallized vision born from a lifetime of dreaming.

So what’s the essence of the game? Artman is an authentic blend of genres, inspired by the philosophy of old-school immersive sims. My primary goal was to craft a gameplay experience that strikes the perfect balance between diverse paths for player expression and a well-thought-out narrative framework. Every player decision seamlessly integrates into the rich cyberpunk universe where the game’s story unfolds.

The game features two fully voiced main characters. The first is Artmanhimself — a symbolic name for a protagonist who embodies pure creativity, turning everything he touches into art. The second is Evie, his close childhood friend who played a pivotal role in shaping who he is.

The two frequently engage in dynamic dialogues, reacting to the player’s decisions, such as purchasing a script, a box office ending, casting etc.

Beyond the main characters, the game world is also inhabited by a variety fully voiced secondary characters who interact with Artman during various in-game situations, adding depth and richness to the narrative.

At the very beginning of Artman’s journey, the player faces a choice: strike a deal with the head of a Los Angeles mafia family to secure funding for their debut film, or try to raise the necessary funds on their own.

The core gameplay is built around two distinct paths for the protagonist: the path of entrepreneurship and the path of creativity. However, the game doesn’t force players to lean one way or the other. Instead, it encourages them to decide for themselves when and where business and art should intersect.

To give you a better sense of the journey, let me guide you, dear reader, through the surface of the filmmaking process, which unfolds across 15 unique stages.

Naturally, the creation of any film begins with the pages of a screenplay. In Artman, players have access to six distinct genres, each offering eight unique scripts. These screenplays unlock progressively as players build their reputation in Hollywood and complete side missions within the game world.

Once the player has chosen a screenplay, the next step is selecting a director to bring the film to life. Each available creative figure for hire comes with their own genre preferences and a unique artistic flair — a distinctive style that sets them apart. Additionally, at this stage, players must decide how much creative freedom to grant the director: will the project lean towards a purely commercial endeavor or venture into an avant-garde experiment?

Following this, players are tasked with selecting the central idea and message that will be woven into the narrative. Finally, they must allocate focus to one of three key aspects — each unique to the chosen genre — that the director should emphasize.

After finalizing the directorial setup, players advance to the casting phase, where the cyberpunk setting begins to truly come to life. In addition to selecting performers for each role, players must decide how actors will prepare for their parts — opting for the traditional method, which involves allocating time for deep immersion into the character, or utilizing augmentations to enhance their abilities. This choice becomes especially significant for those who prefer not to invest in high-priced Hollywood stars yet still seek compelling performances in their films.

For example, the Neural Interface technology allows directors to fully control an actor’s consciousness, ensuring the precise expression and emotional depth desired for each character. However, this advanced method comes with a notable drawback: films that employ implants instead of genuine artistic talent are ineligible for Academy Awards.

Once the cast is approved, players move on to the storyboard phase, where they must arrange ten episodes in chronological order. During the initial concept development, I decided against implementing an open sandbox where players could create their own scripts. This decision was intentional, as it allowed me to provide detailed feedback on each player’s film. ( I’ve prepared over 140 posts within the in-game social network for every script )

After organizing all the episodes, players advance to the editing stage, where they determine the duration of each of the three scenes. The final step involves giving precise instructions to the cinematographer on how to shoot specific segments of the film.

At the soundtrack creation stage, players navigate through three sequential steps: first, defining the overall mood of the music; second, determining the number of unique tracks required; and finally, selecting a composer who will bring the score to life.

During the filming process, players will encounter unexpected challenges on set that require decision-making. Additionally, they must decide whether to invest in extra takes to achieve flawless actor performances. However, caution is essential — pushing an actor too hard can have dire consequences, potentially causing them to leave the industry forever before their persona ever graces the big screen.

Once all the creative stages are behind them, players are presented with their first interim results in the form of Creative Points, awarded for each of the six key aspects of filmmaking.

With the Creative Points earned, players have the freedom to acquire a variety of enhancements for their films through a talent tree divided into three distinct branches: Sound, Visuals, and Technical Prowess. Each branch offers unique talents that allow for significant customization and improvement of the cinematic experience.

For instance, certain talents enable players to leverage AI to add intricate details to their film’s frames, allowing audiences to watch the movie through virtual reality headsets for an immersive experience. Alternatively, players can unlock the ability to create multiple endings, providing additional content that video bloggers and film reviewers can analyze and discuss.

In today’s hyper-competitive entertainment industry, it’s no secret that marketing reigns supreme. In Artman, players have the opportunity to offset their film’s quality through aggressive marketing campaigns, investing substantial funds to attract a larger audience to their cinematic releases. The game offers not only the obvious options, such as producing trailers and purchasing social media traffic, but also collaborating with well-known video games — think selling character skins from the film — or delivering a suitcase to a prominent blogger, accompanying the cast on a world tour, or submitting the film to prestigious festivals.

Some marketing options unlock only after completing specific in-game actions. The final decision in this phase involves selecting a distributor who will take a percentage of the box office earnings or opting to localize and distribute the film independently through various cinema networks.

The game world is depicted as an interactive map dotted with various points of interest, where players must personally extract profits from each region during the box office. Additionally, they can grow their follower base by engaging with audiences through the in-game social network, iBird.

Set in the year 2056, Artman immerses players in a world where crypto money and corporations have become legitimate alternatives to governmental structures, leaving no room for romanticizing the protagonist’s artistic pursuits. Following a revolution in AI and implant technologies that enhance human capabilities, traditional cinema — the grand theater experience with large screens — has been relegated to the background. Instead, it has been overshadowed by multiplayer games and generative content accessible to any subscriber of streaming services.

Regardless of the approach, players’ actions will influence the Mankind Index, an indicator that reflects the current level of chaos on the planet. If this index surpasses a certain threshold, it not only affects the commercial performance of released films but also unlocks pathways to various shadowy activities for those eager to exploit the cyberpunk setting further.

For players who prefer to steer the protagonist down the entrepreneurial path, bypassing the creative dilemmas, the game offers the opportunity to invest in a variety of businesses. Establishing a network of VR cinemas or founding a film school can significantly enhance the prosperity of a region, fostering cultural growth.

However, for those driven by the pursuit of greater profits, even at the cost of the population’s well-being, the game presents more morally ambiguous options. Players might choose to invest in factories that produce psychoactive substances disguised as harmless lemonades and sweets, tapping into lucrative markets. Alternatively, they could set up centers where weary of life individuals can rent out their consciousness to train artificial intelligence algorithms developed by OculTec Enterprise — a corporation that players will encounter multiple times throughout their journey.

To consolidate financial success within the game, I integrated all of my accumulated experience from working at a company specializing in developing software for the investment sector. As a result, the game features a fully functional stock exchange where players can buy and sell shares of various companies. This system not only provides a means of generating passive income through dividends but also opens up strategic opportunities for fully acquiring competitors or even completely liquidating their boards of directors and legal entities.

Moreover, players have the option to list ( IPO ) their own company, Artman Pictures, on the exchange to bolster their capital and expand their business empire. For those who thrive on high-risk ventures, the game offers the ability to acquire insider information, which can be leveraged to effectively engage in futures contracts and other speculative investments.

Beyond the global map, players can delve into the intricate landscapes of three distinct cities. The largest of these is, unsurprisingly, Los Angeles — a sprawling metropolis where a different stories unfold, each with its own unique duration and depth. In LA, players might find themselves simply supporting an aspiring screenwriter or a young artist, or performing a favor for a powerful godfather in exchange for access to a hidden district within the city.

Other quests are more complex, often involving multi-layered narratives that require juggling various elements such as the black market, interrogating witnesses in the ghettos, purchasing stolen databases from hackers, or orchestrating the rescue of a renowned showrunner from captivity. Successfully completing these missions can reward players with opportunities to launch their own TV series or contribute to the dismantling of an ultra-radical syndicate that opposes AI and augmented humans.

These diverse activities are meticulously designed not only to broaden the gameplay experience but also to immerse players in a vibrant, living world in which the protagonist manifests himself.

Looking to acquire various illegal gadgets? No problem — the black market is always ready to serve clients with the right funds, provided they know the access code to this shadowy corner of the criminal underworld.

Want to solidify your ascent up the social ladder by purchasing a lavish penthouse with breathtaking ocean views? Or perhaps you prefer to pay homage to cinema’s golden era by investing in the restoration of a vintage movie theater.

The protagonist begins their journey by renting a cozy apartment. This personal space serves as a gateway for players to delve deeper into the intricate elements that define Artman’s insightful and multifaceted identity. For instance, acquiring exclusive tea from Singapore allows players to immerse the character in a serene tea ceremony, subtly extending the life of their protégé.

Indeed, Artman’s life energy is a finite resource, steadily diminishing from the very first moments of gameplay and influenced by every activity within the world. It was important for me to design the game so that the protagonist’s lifespan wouldn’t be sufficient to explore every facet available, encouraging players to make meaningful choices.

Cyber attacks are an integral component of the cyberpunk setting, and naturally, I incorporated the ability to engage in mini-games that involve hacking servers for specific objectives. Players always have the option to enlist the services of a criminal hacker group capable of finding vulnerabilities in any corporation’s security systems.

As I mentioned earlier, within the universe of Artman, video games have rightfully claimed the crown in the media entertainment industry. Despite this dominance, Artman himself chose to dedicate his life to cinema.

Nevertheless, the gaming world has significantly shaped his personality and creative vision. Players will have the opportunity to dive into the process of developing games inspired by released films. While this area may not be as expansive as filmmaking, it still offers ample opportunities to experiment with the diverse options available when launching projects on current gaming platforms.

To balance the creative and entrepreneurial paths, I introduced one of my personal favorite locations in the game world: Atlantis City. This exclusive point of interest becomes accessible only when the Mankind Index reaches a high level. Designed in an elegant Art Deco style, Atlantis City serves as a sanctuary for thinkers and artists whose hearts and souls can no longer withstand the relentless pace of the cyberpunk metropolis.

In Atlantis City, players can contribute to the construction of the underwater city’s layers, unlocking a suite of premium options such as releasing director’s cuts of their films, publishing artbooks, launching soundtracks on vinyl records, and engaging in the previously mentioned activity of developing games inspired by their cinematic works. Moreover, Atlantis City holds the key to one of the game’s alternative endings.

Every great story must eventually reach its conclusion, and Artman delivers on this promise with seven unique endings, each triggered by the player’s pivotal decisions. Beyond the protagonist’s natural demise, influenced by the inexorable passage of time, players have the power to shape humanity’s destiny in dramatic and far-reaching ways.

Choose to lead humanity towards the colonization of the red planet, forging a new chapter for mankind among the stars. Alternatively, players can steer events toward the complete annihilation of our species at the hands of a Robotic AI uprising, unleashing a dystopian future where machines reign supreme. For those with a penchant for control, there’s the option to become a technocratic overlord, immersing all living beings in simulated reality capsules and maintaining dominion over the perception of the matrix itself.

Each choice not only alters the course of the narrative but also ensures that no two playthroughs are alike. Players wield the fate of Artman and, by extension, humanity.

Reflecting on the two years of intensive development, I can confidently declare that the final result has surpassed all my wildest fantasies, especially considering our team consisted of just two people. I took on the responsibilities for art, interfaces, narrative, and game design, as I couldn’t afford to hire additional specialists beyond one programmer who handled the entire technical backbone.

Through this journey, I’ve come to realize that game development is one of the most challenging endeavors a modern individual can undertake when choosing to dedicate their life to digital art. I have absolutely no regrets about leaving my full-time job to pursue this dream. Every day, I woke up and went to bed with the joyful thought that I finally had the opportunity to fully unleash my creative potential, free from external restrictions or the confines of someone else’s ideas and projects.

I have decided to launch a crowdfunding campaign on Kickstarter to bring Artman to life, ensuring that the game is developed exactly as envisioned without having to compromise on any of my creative ideas. I am eagerly seeking feedback and support from the community, as this marks my very first comprehensive announcement of the entire project.

Regardless of the game’s commercial success, I am thoroughly satisfied knowing that I now have a fully released project in my portfolio — one that I can proudly present as a testament to my skills when seeking to join any game development team.

Moreover, Artman fulfills another important objective: it serves as my open dialogue with players and fellow developers about the potential of mobile games. Through this project, I aim to explore and demonstrate whether Artman can push the boundaries and expand the horizons of what mobile gaming can achieve.

Thank you for your attention!

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P.S. Naturally, I will be include several missions featuring stealth mechanics into the game to pay homage to and immortalize my favorite genre — immersive sims!



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