2017 in Review

So I woke up today and remembered again that this site exists.

I also remembered that some sort of international holiday has passed, which atypically brings after it the beginning of a new year, so I decided a blog post might be worth contemplating.

Hence commenceth the post.

2017 brought with it a huge (yeah, it’s even in bold too!) amount of progress for both the studio and myself (hello!) personally. At the start of the year, I released my first cross-platform game, Asterun, for iOS and Android. I then started to open-source many of the components I had built, such as custom native adverts, alert dialogs and shiny sliders. Open-sourcing those components was very fulfilling, having used open-source software for most of my career it was great to begin to contribute back to others!

While all of the above was going on, I was starting to look for a new job, closer to where I had lived originally. Despite absolutely loving where I was working at the time, myself and my partner decided that we’d move back to be closer to family. I worked for a new company for a few months, and very quickly decided that I needed to escape and find something else that’d match what I was looking for from a workplace more closely. I left there without having another workplace to go to, and had a few weeks off to focus on my own adventures – continuing some freelance work, catching up on sleep, recovering from illnesses. I then received three seperate offers, and ended up turning two of them down to work with an awesome agency elsewhere in the country. Cue lots and lots of commuting… that has been very much worth it!

While taking time away from work, I managed to release GEOMO, my most recent cross-platform game! Having made a substantial amount of the components from Asterun fully reusable, building GEOMO was substantially quicker – only taking four months to go from initial planning to the release date. I’d also learnt a lot from Asterun about how to architect products more efficiently: using source control from the beginning, how to modularise functionality more efficiently, how to reduce direct references between features, and how to make code as reusable as possible. Those lesssons mean that the code is fully reusable and incredibly simple to maintain! An example of this is how shape collisions are handled, having taken the time to think through everything beforehand I was able to reuse it later on for the tutorial with no effort required at all!

One of the biggest things of the year though, has been finally deciding on a brand to continue my adventures through, rebranding to PESLO Studios earlier this year. I’d been finding it difficult to decide on what I was truely happy with, so to finally have something is awesome!

(and, whenever I’m asked about my studio, the face of confusion about what ‘PESLO’ is always outstanding!)

There were some things I would have loved to do differently though, and will be instead focussing on in the new year. “What are those things?!”, I pretend to hear you ask!

Well, I could make even more #content by spliting this into two posts, so that’s what I’m going to do!

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