Snapshot
The discussion revolves around the concept of self-initiated projects, with the creators of the video game, Sovereign, sharing their experiences and approaches to balancing personal projects with commercial work, highlighting the challenges and opportunities that come with it.
Key findings
A key finding is that self-initiated projects allow designers and artists to explore their creativity, develop new ideas, and build their portfolios, even in the absence of commercial clients. Another finding is that these projects can lead to new opportunities, collaborations, and even the creation of new brands or businesses.
The key findings are that self-initiated projects can take various forms and scales, and that finding a balance between personal projects and commercial work is crucial for success. The creators also highlight the importance of having a clear plan and timeline, as well as being flexible and adaptable.
The team has found that creating a teaser trailer helped them budget and create a realistic timeline for the game's production, but this timeline is subject to change.
I'm from Austria originally, she's from Germany, and we've met in Zurich, Switzerland in 2012, 2013 when we've studied there in a program called Design with a focus on Editorial Design
A quite big one, which turned out to be a very, long term project in the end called Migrant Journal, I'm going to talk about that a bit later
Objectives
The objectives of self-initiated projects vary, but common goals include exploring new ideas, developing creative skills, and building a portfolio. Another objective is to create something that is personally fulfilling and rewarding.
Methods
The methods used to undertake self-initiated projects are diverse, but often involve setting aside dedicated time to explore new ideas, collaborate with others, and experiment with different techniques and technologies. Another approach is to identify areas of interest and passion, and then find ways to develop projects around those topics.
The methods used by the creators of Sovereign involve a combination of personal experiences, research, and experimentation. They also use a 6-phase project program to plan and manage their projects, which includes initial outlines, scoping, budgeting, and successive design phases.
The team is using the creation of a vertical slice demo as a method to demonstrate the game's mechanical elements and secure funding.
Results
The results of self-initiated projects can be varied, but often include the creation of new and innovative work, the development of new skills and expertise, and the establishment of new connections and collaborations. Another result is the creation of a sense of personal fulfillment and satisfaction.
The results of the discussion are that self-initiated projects can be successful and fulfilling, but require careful planning, flexibility, and a clear vision. The creators of Sovereign have received positive feedback and attention for their playable trailer, and have secured some funding opportunities, although they have also faced challenges and setbacks.
The results of creating a teaser trailer were that the team was able to budget and create a realistic timeline for the game's production.
Conclusions