Santria

Santria Retrospect 2019

Hi and welcome to the Santria Retrospect for the year 2019! It marks the fourth year of development (where is the time going?!) and a lot of stuff in my private life distracted me again from gamedev like in the years before so maybe I should stop pointing it out and take it as granted? Haha! The big milestones of this year were: My work with Sam intensified and I joined her Moonshell Island project Cheekynauts as a brand for…

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Making of: AcornEdit

Hallo friends, Schotti’s here! In the second episode of the making of-series I will explain the creation process and features of AcornEdit, a sweet content editor designed for the Cheekynauts games. Developing an RPG with all the necessary features and frameworks is already challenging but the the real hard work starts after that: creating plenty of content. Text strings for dialogues, items, quests and so on want to be written and managed nicely. I started to organize this kind of…

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Making of: Santria’s portraits

Hallo friends! In this first episode of the making of-series we will explain the creation process of one selected portrait for Santria. All time favorite Olivia is the chosen example. Sam and I are very hyped for our monthly procedure: while working on the game and getting a more detailed vision of the story, the need of certain characters becomes clearer. I imagined four departments for the Santria Corporation, with unique supervisors on top of them, reporting to Charlotte, the…

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Santria Retrospect 2018

The year 2018 was a game changer for Santria and marks the third year of development. Similar to 2017 a lot of stuff happened in my private life, which affected the progress of Santria and my view of life in different ways. In the end, gamedev turned out to be my safe haven to release my creativity and tackle challenges in a fun way. It was also the catalyst to meet a lot of same-minded people I become friends with.…

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Santria Retrospect 2017

In 2017, a lot of changes in my life happened. I finished my studies and started a full time job in Western Germany, including a big move (and an additional small move beforehand) and getting used to the new environment. These circumstances slowed down the development but I started to enjoy gamedev even more as a way to relax and rest myself after exhausting work. 2017 can be defined as the year I worked mostly on the concept and assets…

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Santria Retrospect 2016

Welcome to Part One of the Santria Retrospect Series, summarizing Santria’s development on an annual basis. At the end of the year, I enjoy to look back to see the achieved progress in a focused manner and get a refreshed overview about Santria’s development.

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