SamanthaZero
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SamanthaZero8 karma
It started out as a spare-time project and stayed that way for a few years, but at that time I still didn't really know what the game was -- I just knew I wanted to make a cool music game. After about 3 years working on it very irregularly, I realized that it needed to a game about making music.
From that point I knew I needed to focus on it full-time. I decided to take a risk and leave Unity to go indie. I made a version called Sen (which you can play on Kongregate), and it didn't go anywhere. Made no money at all. So I had to get a new job and save up to try again.
I think for me, I just got so tired of working on tools. I wanted to be making the experiences. So I consciously saved and tried to live frugally twice. I actually ran out of money again making the Sentris prototype, which is why I went to Kickstarter now instead of early 2014.
SamanthaZero8 karma
Bop It is the same kind of game as Simon. Games derived from call/response mechanics are what I call "perfect performance" games. This includes DDR, Rock Band, and others. Sentris is really different from these kinds of music games. The puzzle mechanics require and reinforce some loose musical structure, some instrument combinations, some chords, etc. It's about the layering of the sounds as much as the ordering. And everyone is going to have a unique song of their own at the end of every play session. No music game has done this before. Nobody has tried to walk the tightrope between puzzle game and musical instrument like Sentris is doing. I think that's remarkable.
SamanthaZero8 karma
In ten years I'd like to be running my own well-established studio, with a catalog of successful and critically acclaimed games. I want to be surrounded by incredibly creative people and enabling them to do their best work.
SamanthaZero7 karma
I actually studied music theory and video production at community college. I was hired as a software tester as I finished my AA. In tech, employers tend to care more about what you're capable of doing and less about your education. It depends on the company of course.
The idea for Sentris started out as a Rez clone called Project Subdivision. Originally it was a shooting game! Then over time I joined a band and realized I needed to focus the game around the emotions of making music.
(and thanks! :-D)
SamanthaZero11 karma
Career-wise, the single most critical thing has probably been learning to program. I started learning code in my early 20's, while I was working as a Test Engineer testing websites. I thought I could never code because I wasn't good at math. But I tried anyway. Sentris has been able to come together because I learned to write code. It's the method of bringing ideas to life digitally. And I'm not even a great programmer, just "good enough". I think everyone should learn a little code!
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