I started this game project in 2007 in what was a passion project turned commercial indie game, released on Steam by 2014. It was quite the trial in endurance, constantly working on something for so long not knowing how players would respond to something.
Blade Symphony is a multi-player sword fighting game. You can choose out of several swordsmen who have different fighting styles and the weapon you choose affects your their riposte, defense, and damage model.
The game started off as a mod during which I did all of the character design, modeling, rigging, animation, programming, and game design.
Eventually my partner and I were lucky to find a bigger team to work with: Puny Human Games, and together we successfully ran a Kickstarter to license the Source Engine, and brought the game to its completion.
On a team of about 14 consistent members, all of us worked nights and weekends and tirelessly churned out art animation and programming. I lead the team through some pretty rough spots but eventually we got to Early Access where we saw income, and more importantly, player feedback.
During the final phase of development I had hand animated roughly a thousand pieces of character animation and programmed the combat mechanics and some of the net-code, as well as majority of the particle effects, designed all of the UI/UX, and created a majority of the marketing material.
Ofcourse this game is nothing without the tireless work of artists, programmers, riggers, producers that I worked with.