Commercialising a hobby

Paul Brzeski
2 min readNov 26, 2019

The time has come for me to start a company. There’s a few reasons for this, but the main one is that if I don’t a lifetime of work will go unrewarded by the financial system that rules this world. Incidental rewards so far such as my career, peer recognition and professional development have been great motivators, but in order to produce a successful and well made game you need to have a well resourced company and properly paid staff. This same principle applies to my hobby projects.

When I was 11 I learned to code from library books, but at best hoped to just be a programmer. Thirteen years later at 24, I realised I knew enough about coding to create games and started a project called Langenium. In 2017 I decided to stop working on Langenium, while I had made leaps and bounds in how I could build a game I kept running into a huge problem — content production. In particular, creating 3D assets for a cross platform browser based game had too many problems for an indie game developer to execute with the creative vision I set out with.

Manifold is my attempt to address the content production issue for indie game development by reducing the time spent going from a hand drawn asset to a game ready one. Kamigen is my spiritual successor to Langenium, however this time I started out by focusing on a webcomic that can build an audience around the project/game world. Both projects require a lot more time and attention from myself, and likely many others who are experts in their fields.

I’m currently working as a contractor for hire and that will likely continue for some time. It’s my hope that this restructure will allow me to dedicate more time and resources to my projects. We’re fortunate in Australia to have a number of government incentives and possibly other funding opportunities that I’ll be looking into as well.

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Paul Brzeski
Paul Brzeski

Written by Paul Brzeski

Sharing my opinion and passions about the many things in life.

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