About
Welcome to the official website of PSG Studios!
First, a little about myself. I am a solo game developer, that is still learning some of the basics. I truly started game dev maybe about 4 years ago now. However, since it's more of just a hobby, so many other things in life took precedence. I always end up taking a long break and almost having to relearn it every time. As you can imagine, it makes it kind of difficult to finish a project.
I started out making games using batch files on my old dell laptop. They were simple text games, but I was super young and had no idea what I was doing. This was before I really had unrestricted access to the internet and all I had to go on was a single simple script one of my friends got off the internet.
I truly started game dev with Unreal Engine 5 because of all the hype. I realize now that it was way above my level at the time. Every time I made any progress in one of my games, it would get so cluttered and infested with bugs that it would become unplayable before there was anything to even play.
One day I decided that I had too many unfinished projects (probably about 10 or so) and that I needed to just push through and finish one of them. But Unreal was still kicking my butt. I thought the little knowledge I had of Python would be enough to carry me through. I turned to YouTube for help on how to start coding. Many people recommended Godot. So I figured I might as well give it a try.
I quickly remembered another reason why it was so difficult to finish my projects. I am very easily sidetracked. When there is the option to make your own sprites or 3D models it easy to go down a rabbit hole. Especially because I am kind of a perfectionist, but also a really bad artist. Everything had to be perfect, but I could never make it good enough.
This time though, I decided that I was going to do the most simplistic art I could, that way I could just finish the game. Low and behold, I had a playable game in about 2 or 3 weeks.
I then decided that I wanted to make this an actual game and share it on the internet, so I did some polishing (as much as a beginner can do on a test project) and released it on Steam.
It was only after completing the game that I discovered the concept of White/Gray-boxing, which is basically just using simple assets to save time and iron out your gameplay mechanics first. Does that mean that I kind of just discovered it organically?
Here's what I plan to do. I am going to continue to try to make games in my spare time. I want to make them very affordable. I mainly just want to make the money back that I spent publishing it to Steam. Face Invaders was more or less just a test game, to just see how it all works and to iron out the process. I want to continue making games for as long as I can, and even maybe collaborate on some games with people.