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Game writer at Creative Assembly Sofia.
(My ADD tells me I'm failing hard at this job and I'm an idiot for thinking I could do it, and that I should include this in the Bio, as an important bit of context. [The context thing is actually my anxiety striving to overdetermine every statement I make.])
He/him.
X coffee cup
A coffee cup. Holds coffee and other liquids. For you, mostly other liquids, whose angel's share floats around and in your head.
X coffee
The coffee, uncupped, no longer a liquid, stains the desk.
put coffee in cup
You cannot return it to the cup. Don't lick it.
The Southern Reach Trilogy, which I finally read back-back over the weekend (had only read Annihilation before), has been another lucky case of books I've always known will speak to me deeply and hаve done exactly that. Love it when that happens.

A dev manager that got laid off today came up to me, told me I did a great job on the game we worked on together, while trying hard not to cry.

SEGA, you motherfuckers.

Another round of layoffs at CA. Our branch will lose about 2 dozen people, the British branch around 150-200 -- all this shortly after a handover in Sega Europe's senior leadership.

Wish I could say I'm surprised.

I am, however, an expert on death-plodding to releases no one cares about, cutting your brain on dull, terrible tools all the way--makes for fun chats at parties.
It's a lonely feeling to have some credentials on paper that would "qualify" you for being a part of a community, but feeling like a drudge barely sharing common ground with the people in that community, because all your experiences are irrelevant by virtue of how antithetical most of them are to indie-style creativity (or, honestly, creativity full stop).

I am well-familiar with Twine/Sugarcube. Also, I have some hand-rolled widgets that simulate isometric 2D point-and-click stuff and some of ink's functionalities.

I've tried searching for tutorials, but all they ever show is how to handle the visual side in various engines, and not much in the way of workflow.

I want to make something very small but not feeling like a proof of concept of a random experiment. But maybe that is still too ambitious, heh.

I've had "game writer" on my resume for over 3 years now and I still haven't put out anything on my own time, of the kind of game I like to see myself making.

Doing mostly AAA assembly-line type of work has slowly been whittling down my soul and I want something more, but I fear I have zero instincts for envisioning the necessary work and what I need to see it through.

I love the IF scene and I also think I would like doing 2D/isometric point-and-click or RPG stuff. But I don't really know.

At the stage when I need to consider more seriously the possibility that most of what I want for myself--as someone who yearns for some sort of creative expression or what have you--will not happen.
I'm not talking success or recognition. Something in my brain and my constitution, or whatever, won't let me do the work.
Will probably come back to being a reader, at least get some respite from brain churnings, if I even have the strength left for that.
Can't help but feel the circumstances around what's happening with our recent release are an ever-mounting disaster--through next to no fault of my studio's. Maybe it's better I try to distance myself from online info on the matter. It's getting really rough on my psyche.