I’ve always loved art. I’ve always made art. I’ve never really called myself an artist.
I was a doodler, and I did enjoy my brief stints in drawing or painting classes I took in high school and college. At some point, I put some money towards it by purchasing a used Wacom graphics tablet so I could draw on my computer (something I had always wanted to do since I was 5, so I could print out my MS paint masterpieces).
Over the years, I read books, watched videos on how to draw, studied anatomy. Fairly recently, after seeing what my other creative friends were doing, I decided to start posting my digital portraits to Instagram. I’ve been making art for years, but this was the first time I decided to share it with anyone beyond close friends. That first post was the first time I considered myself an artist and not just someone who draws. It was (and still is) a little unnerving, but I’ve really enjoyed sharing and being part of a greater amateur artist community.
By creating this blog and sharing my work, I am becoming a game designer.
I’ve already created a full game and released it to mobile a few years ago, but similarly to my piles of sketchbooks, I was a just someone who made a game. I worked on it in a bubble and if I considered it a work of art, I treated as my own first and foremost, and did not really care much about putting out into the world. I eventually did release it, but it was more as a technical hurdle to overcome.
Recognizing that game design is an art, with player interaction as the major differentiation from other types of works, is a new way to think about it that sounds like fun.
In recent years, this has become much more recognized idea with the boom of creative indie games. So it’s not entirely novel, but for me, a switch has been flipped in my brain, and approaching this problem as an empty canvas instead of an engineering problem is refreshing.