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Game Content vs Engine Data: The Distinction That Changes Your Workflow

· 13 min read
Drafft
Drafft Team

Aarimous is a solo indie developer who has been making games for about five years — Chess Survivors, Hexagod, and now A Game About a Black Hole, which he's building with a collaborator named Corey. In a recent video, he talks through something he's learned across those three projects: how he manages the data layer of his games, and how his approach has changed each time.

He didn't set out to solve a data management problem. He just kept hitting the same friction, project after project, until he understood what was causing it.

His story is a useful map — not because he's unique, but because the path he took is one that a lot of indie developers take independently, often without realizing it has a name.