![]() Developers now had dreams about the AAA large studio job AND the day they would leave that job with enough cash in their bank accounts to fund development for a Kickstarter project that would become the next big indie darling. Developers no long dreamed solely about getting a job at EA to work on Battlefield. Multiple indie games started finding mainstream successes in 2013. Gone Home, a first person exploration game that had a moving and personal plot that the player uncovered while exploring a seemingly abandoned house was released too. The first iteration of Papers, Please was available. The Stanely Parable released to critical acclaim. Over on PC, indies made big splashes, often through Steam. Sony in particular pushed indies hard, touting the ease of publishing on PlayStation Network with PlayStation 4. ![]() Neither company had the usual crowd of heavy hitting first party exclusives available at launch, and to make up for it, both companies had an array of smaller independent developers make up a large potion of their launch line ups. The PS4 especially hit the right nerve with the gaming public and proceeded to sell at a pace Sony hadn’t seen since the PlayStation 2. The PS4 and Xbox One had launched the end 2013 and both consoles were received well. We were entering the year of “Peak Kickstarter Success” when almost everyone who launched a Kickstarter with promises of “bringing back the old days” was funded when their 30 day fundraising time frame was up. At the time, the gaming industry was undergoing a seismic shift. I started working as a full time freelance artist at the end of 2013, almost a full five years ago. The Game Art Software Landscape of 2018 Part 1 Breaking Down The Walls of Digital Content Creation
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