The crunch: itās a phenomenon most developers are familiar with. But what happens when you are deep in the crunch without a team to back you up? How does that change things? How do you survive? Dean Dodrill, the creator of Dust: An Elysian Tail, was only one manāhow did he manage with little to no support with an impending, completely terrifying deadline in his rearview mirror?
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Dean Dodrill is tired.
The artist and programmer has spent four years creating his first gameāDust: An Elysian Tailāsolo. Two of those years have been in a self-imposed crunch, working days that regularly stretched into 18 hours. He remained indoors for weeks at a time, glued to his desk, all the while working towards a crushing deadline.
Such was Dodrillās predicament, he barely saw his new daughter in the first few weeks after she was born in the lead-up to the release of the game.
You might say itās been worth it. Dust: An Elysian Tail was released as part of Microsoftās Summer of Arcade. Itās sold enough for Dodrill to continue making games, and has received favourable reviews.
But the success has come at a greater price. Itās a consequence that speaks to the gargantuan task of actually sitting down and creating a game without having a support team behind you ā a process that exaggerates the well-known horrors of ācrunchā even after the game itself is packed and shipped.
Having now released to the world a project on which he has painstakingly worked for years, Dodrill is sleep-deprived and restless.
Heās also depressed.
āThe first few weeks after the release were still very hectic, and a lot of marketing. Non-stop emails and trying to keep up some resemblance of a community.ā
āBut itās also really depressing. This is my first project, and itās like sending your child off. The crunch was so difficult, and itās taken such a long time.ā
āItās made me super depressed. I just couldnāt look at the reviews, because itās such a personal and private thing out there. I didnāt want to think about the game in the first few weeks, but Iām glad people have loved it.ā
The story of Dust: An Elysian Tail is a long and, as far as games go, unusual. It started in 2008 when Dodrill wanted to investigate how to code. Having worked as an artist for several years ā under Cliff Bleszinski, no lessāhe grew curious about the actual development process. So he set himself a task that he felt could be completed in just a few months.
āI was discussing it with my wife when I first thought about it, saying I was going to spend three months doing this thing. It was where my career was headed, so she thought it was cool.ā
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The game quickly spiralled into a full-time affair, and a serious one at that. Dodrill spent more and more time refining the art and structure of the game, creating a story and a skeleton for a much larger and ambitious tale.
Dodrill was given some affirmation when he won a title at Microsoftās annual āDream Build Playā competition, and was finally given a chance for mainstream success when he was invited to release Dust: An Elysian Tail as part of the companyās Summer of Arcade.
It just made the crunch worse.
āWhen I first started talking to Microsoft about the Summer of Arcade, it was made pretty clear that this was not a deadline we could miss. And I wasnāt going to break that. That was what made it so stressful, trying to make this game. I wanted this 10% of my life to be worth it, and I wanted to release a product I was happy with.
āI could not miss this deadline.ā
āBut that made things harder, because I couldnāt go to bed thinking I would just do something tomorrow, because tomorrow would bring new challenges. Thatās why I was just working non-stop.ā
Dodrillās crunch was so brutal there were weeks when he didnāt step outside, even to take a short walk. Everything was about the gameāfrom dawn to dusk.
āI would be in this weird other world,ā he says.
There are thousands of developers who can attest to the problems with crunch time, when studios rocket towards the release of a game and all hands are on deck. But Dodrillās story shows even independent developers, able to set their own pace and schedule, are no strangers to this. They have their problems. Phil Fish spent years making Fez. But even he had a teamāJon Blow had programmers.
Unlike them, Dodrill has done almost all of the bulk of the game himselfāart and coding. Although he hired a writer, voice actors and musicians, Dust: An Elysian Tail is very much a one-man band. If he fell sick during development, there was absolutely no one that could pick up the slack.
Thereās a benefit to working by yourself. Dust is the game Dean wanted to make ā if it fails or succeeds, it will fail or succeed on his shoulders. There is no one else to blame, or to share the victory.
āI just think of myself as a guy who loves videogames and who wanted to love them more by understanding how they were made.ā
āThe best way to do that was to make my own game. Now the game is out, and itās actually selling, I donāt think myself as an āauteurā. Iām just a guy who got lucky.ā
But Dodrill says he wouldnāt want that, anyway. Working with another person or even opening up a studio may not work for himāmostly because heās too stubborn.
āIād definitely say Iām pretty stubborn in my ways.ā
That stubbornness comes out in what Dodrill calls his āpedestrian sensibilitiesā.
āIām not so independent that I feel like, you know, āthis is a message that Iām trying to tell, and you need to accept itā. I donāt really design like that. I think Iām designing games to be enjoyed by the masses.ā
āI really like telling stories, and emotional stories with a lot of resonance. But as for personal beliefs or a message, Iām not sure I have the subtle touch to do that through gaming as a medium. It can fall flat on itself when itās done wrong.ā
āDust is actually a fairly dark story, and from the outside it looks fairly kiddy and cutesy. But it actually has some quite dark dialogue in there, and I wanted to keep it that way.ā
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Dodrillās initial three-month experiment has been by any measure a success. But thereās almost a bittersweet tone in his voice as he describes the aftermath of the game. Heās been in the trenches for four yearsāgetting back into the real world is a massive shock.
And itās a shock still reverberating through his life in the weeks after release.
āThe project was really me learning to program. I knew nothing about it then, and I didnāt know any code. But itās exploded and turned into this life-consuming project. Itās kind of a self-imposed crunch, and it was brutal.ā
āThe last three or four months of production were really bad. I was crunching so much content and dialogue that it was kind of a nightmare. I hardly even saw my family, even though I work at home.ā
Dust has been a success for Dodrill, his small team of associates, and his family. Heās creatively and financially secure.
But the product of such a huge endeavour on part of just one person almost serves as a type of warning for would-be imitators. The success of independent games has opened up the medium to new creative endeavours and experiments, and liberated many developers from the shackles of creation under a corporate empire ā but you can never escape the pressures of self-imposed crunch.
Itās a lesson Dodrill may keep in mind during his next venture.
āIāve forgotten how to sleep.ā
You can follow Patrick Stafford on Twitter, check out his website, or read more of his work at Problem With Story
Republished from Kotaku Australia