tag:blogger.com,1999:blog-47261247906799731572023-11-16T05:56:14.030-05:00The Purple IdThe creative deposit of my growing career.Ron Joneshttp://www.blogger.com/profile/18026411898198192797noreply@blogger.comBlogger87125tag:blogger.com,1999:blog-4726124790679973157.post-29594744905214018282016-05-20T00:58:00.000-04:002016-05-20T00:58:09.377-04:00GDC 2016So this is super late but so much awesome has been occurring lately, I really need to be documenting it all lol. Shouts out to #INeedDiverseGames again for allowing me to experience GDC for the first time. Everyone there was amazing, super friendly, and just made you feel comfortable. I talk a bit more about my experience on my podcast <a href="https://soundcloud.com/indiedev-1/podcast-e06-gdc-and-vr-juice">here</a>...<br />
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Followed up with tons of people, and hope to start an ongoing relationship with my new friends. I went out there with the purpose of pitching the Indie Cluster to those that could help. We got some bites and proud to say, started the conversation of sponsorships.<br />
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I got to see the Independent Game Festival live for the first time... That was dope. I met Tim Schafer and a few other indie elites. Met people from around the world, and partyd my face off. San Francisco was so amazing and I can't wait to go back next year. I love gamers...<br />
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Did I mention it was my first time on a plane... smh<br />
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<br />Ron Joneshttp://www.blogger.com/profile/18026411898198192797noreply@blogger.com0tag:blogger.com,1999:blog-4726124790679973157.post-27496000050283214062016-04-07T10:36:00.000-04:002016-04-07T10:36:41.044-04:00#BlackArtYay some more afro art coming down the pipe. I've been really inspired by some of the artist I follow and want to express my own culture, just because I can :D All paintings available in custom sizes and prints!<br />
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<br />Ron Joneshttp://www.blogger.com/profile/18026411898198192797noreply@blogger.com0tag:blogger.com,1999:blog-4726124790679973157.post-74277767291241333992016-03-11T07:45:00.001-05:002016-03-11T07:45:49.358-05:00Gamer?... Fan Boy?... Nerd?So I've been trying to crank out painting left and right... small ones nothing too big. You know, my #FAFAtl styles. But I'm not sure if I want to drop these for free, at least not yet. I took pics and opened up that <a href="https://www.etsy.com/shop/RonJonesTheArtist">Etsy shop</a>. So I want to experiment with making prints and recreating the concepts as larger originals.<br />
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<br />Ron Joneshttp://www.blogger.com/profile/18026411898198192797noreply@blogger.com0tag:blogger.com,1999:blog-4726124790679973157.post-39261435694144736772016-03-10T16:45:00.000-05:002016-03-10T16:45:21.850-05:00New Etsy Shop!So I started a new store... It was tough picking between shopify and etsy, but honestly I can't afford another monthly bill and want to just test the online store theory lol. I mean I still have my Society 6, and it's great... but it's that kind of store. I'm looking for an all-purpose hub to start selling my paintings. So I started one and it seems legit. I'll buy some SEO for it to generate some traffic and see if my works are loved by the populous.<br />
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So I just started with a few of my recent little works of awesomeness (will blog about them soon). Check them out <a href="https://www.etsy.com/shop/RonJonesTheArtist">here</a> and give me some feedback please on the storefront. Is this a better method you would want to buy stuff from me? Do you want to see more sexy art? Should I get a shopify and be more professional?<br />
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I'll figure out a way to use my Society 6 through etsy if it's a success... I just really wanna get into this selling art bit. So prints and originals are being orchestrated for the use of the masses. Thanks... now GO... Click <a href="https://www.etsy.com/shop/RonJonesTheArtist">here!</a>Ron Joneshttp://www.blogger.com/profile/18026411898198192797noreply@blogger.com0tag:blogger.com,1999:blog-4726124790679973157.post-62389271591933279562016-02-23T07:26:00.000-05:002016-03-09T05:50:48.986-05:00Global Game Jam 2016Cool if you guys haven't heard, here in Atlanta we had the biggest game jam site in the world at one point. Last year we were all at SCAD before the tragic health complications of one of Atlanta's game mentors. So everyone left but I ended up doing my game from home. Never made a trailer, and still working on it, but it was my game Third Wheel if you see it in the future. This year we decided to split up in 3 different spots, SCAD, GSU, and Southern Poly or now KSU. I chose the normal KSU spot to solo dolo again. Crazy how many people were there and 60% were first timers.<br />
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So because my last jam session was such a success (the Rockstar Jam), I wanted to use the same tactics and scheduling. However what slowed me up a bit I wanted to make a specific game once we all went to start working (3 hours after we started), but even then I changed my design. I'm glad I did, I wasn't feeling the old one anymore. However I end up going a route that made me work in 3d and with code I didn't use everyday. Not a bad thing but I wanted to work on a simple, easy project, and all of this put me a day behind schedule. But with all the upsets, I think I pulled through pretty good. Honestly I wanted to just focus on making pretty pictures and spend a day making a trailer... Because I learned my lesson from past jams.<br />
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Finally what you've been waiting for... my entree for the Global Game Jam 2016. The theme was "Ritual" by the way. Think survival mode in MineCraft with Patapon crafting controls while you try to build your village, army, and crops like a god game. I like it, must continue...<br />
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<a href="http://ksugames.blogspot.com/2016/02/2016-global-game-jam-videos.html">Here</a> are the rest of games from the KSU campus, a few good ones I thinkRon Joneshttp://www.blogger.com/profile/18026411898198192797noreply@blogger.com0tag:blogger.com,1999:blog-4726124790679973157.post-43360816873838859772016-02-12T05:22:00.000-05:002016-02-12T05:26:01.133-05:00Indie Cluster at SIEGE 2015Okay so this was the second year I was moving, working in motion, and actively con'n compared to crunching in the registration room during SIEGE. Man I really had a full weekend, so much so I'm not sure if I want to be that busy again. The Cluster was my mission once I set foot on site. I needed to find the expo hall and help set up, take names, and distribute information. Pretty cool looking like I was in charge or at least feeling like I had a purpose. But I was already late so I had to set up my game as well, and plan for the rest of the weekend.<br />
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I wanted to show White's latest beta, most of my GGDA peeps hadn't seen it yet. Also SIEGE Tower (duh) needed to have a presence there, or at least at the party. Yeah so besides the expo, we had planned to record an episode of #IndieDEV, host a suite party on Saturday, and I had a panel to speak on Sunday morning. Mind you I couldn't get to sleep the night before the conference, so I was already running on fumes. However my body was enjoying everything so much it didn't mind only getting 5 hours of sleep all weekend. Nothing was gonna stop me from having fun and taking advantage.<br />
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So we had 14 teams come out to be apart of the Cluster, I'm so proud of them. Only like 8 at first, but they kept coming. Unfortunately some couldn't make it but you know, maybe next year. I think the Cluster is proof that the Atlanta game community is growing. People again really loved that there was a little big booth of Indies. We took up half the expo hall and felt good about it. After things died down a bit I was finally able to sneak off and start the podcast. Me and Scott started it off and we just kept bringing in random passer-byers who all gave great additions to the discussion. It took me forever to upload it because the audio quality needed some major help, but its still a great listen. Check it out<br />
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This year we were given some rooms to throw a suite party with all the other high rollers on Saturday. So like the boss I am, I told all of our participants to hold a tournament in the rooms. That went better than expected, On top of that we wanted to do something fun and competitive amongst the studios. And so was born the inaugural best drink based on a game competition. I will say all parties involved enjoyed the night.<br />
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I love Saturday nights because even after all the parties and networking, there's magic in the chill time where people just talk til morning. However this aided in no way my responsibility to be at a panel at 10am. Was pretty sure I wasn't gonna make it, but I woke up on time and drugged myself down. It was called the Hangover Rant on purpose. Even then I had no idea what I was gonna talk about but I didn't do too bad. I was happy to be invited on by the creator Joe, one of my biggest supporters. It being my first time speaking at SIEGE, it was a lot of pressure, but can't wait to do it again.<br />
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I was excited to open the program book and not only see my name, pic, bio as a speaker, but to see a whole page for the Indie Cluster. Definitely a great con, I glad my father came back this year to help me out. He was able to steal my brother as well and I mad my girlfriend come out and experience the gamer love. Appreciated their help over the weekend, it felt good showing them a slice of my life full frontal.<br />
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Okay so now my blog is finally caught up... Back to making games and being awesomeRon Joneshttp://www.blogger.com/profile/18026411898198192797noreply@blogger.com0tag:blogger.com,1999:blog-4726124790679973157.post-30312486719363314692016-01-21T07:58:00.002-05:002016-01-21T07:58:58.426-05:00I'M GOING TO GDC!!!So by far the coolest thing that's ever happen to me, I'm SOooo freaking excited. I really don't win things, not like this....<br />
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So I came across a GDC Scholarship partnering with the group <a href="http://ineeddiversegames.net/">I Need Diverse Games</a>. They started off as the hashtag #INeedDiverseGames and have grown to be working with the biggest game focused conference in the world. Obviously I wanted to make myself sound like Barack Obama; but writing everything down, I was actually already doing a lot that matched their mission. The program helps launch minorities, the LGBT community, women, and others into the mainstream game industry. It's a great platform to give an individual a voice about his or her game. It's a cry that... other people make games too. I won an All-Access (crazy right) pass to this years Game Development Conference. Now I just need battle plan!<br />
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So I'll try to focus on talking about my game White and the Indie Cluster. I need like 5,000 business cards. Maybe I'll show one of my mobile games off. Point is I can't wait to network and party my azz off, while being a professional lol.<br />
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I've actually been thinking about this diversity thing for a while now. I'd like to congratulate my industry for seeing the importance of a diverse mind, culture, and background. A lot of industries don't use their opportunities, some even push it away. They continue the ignorant paradigms and tropes that at the end of the day, hurts and hinders their own culture. Having mixed faces in front and behind the camera guarantees a better product being better received. 2015 saw a lot of progressive efforts from small programs to large companies, bringing people of underrepresented communities to the fold. Shout outs to you guys!!<br />
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So in summation lol...<br />
So appreciative of this opportunity!Ron Joneshttp://www.blogger.com/profile/18026411898198192797noreply@blogger.com0tag:blogger.com,1999:blog-4726124790679973157.post-29697657815648995342016-01-07T06:38:00.001-05:002016-01-07T06:38:41.134-05:00Rockstar Jam 2015Took me til the new year, but whatever... I'll keep this outline going til I got it all out.<br />
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SOOoooo how cool was it that I got to host my own game jam. Honestly there was nothing to it, all I did was establish a start time for "everyone" to begin their game and set up an Jam on Game Jolt to curate the entries. I've been in so many game jams and I've always had a great experience. However my last couple of events just felt so big, corporate, sponsored. What I love about knowing how to make games is the "garage game indie make it because I can" attitude, and I want to bring that to my peers in Atlanta. So imagine a house party... but everyone making games instead of dancing lol.</div>
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I was super excited about this thing for months, and people bailed on the last minute but I guess that's my fault. I decided to do it for my birthday because I didn't feel like throwing another party. So I announced I was throwing it in my apartment, and I had this awesome speech planned to say and everything. Thanks goodness I didn't need to say it. I only had one participant show and make a game with me. That bummed me out at first, but it ended up being my best game jam experience ever. When he showed we used the entry fee to order food and alcohol for the weekend. We got back into to START at 5pm and not need to go to gatherings and make teams and all that. The Rockstar Jam is a game jam where you entry by yourself and make a game in 48hr. I announced the theme earlier that week, so we was all good to go. We got a chance to use the whole 48hrs to create and code... no demos, no teams, and alcohol lol</div>
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The idea behind this was to get out of our own way to create a concept, network if we want help, and not have a lot of distracting rules and objectives that some jams have. It was just us, and the game we wanted to make. I'm glad my friend did show that weekend because we created some dopeness. I had the idea of making a game out of the SIEGE logo. It's a tower defense where you shoot invaders, asteroids, pacman ghosts, and other old school game characters while they blast old school hip hop. Can you guess that the theme was old school??? Well it was definitely an event I will host again in the future, maybe more than one a year, who knows. Joy in creation like that needs to be felt often for motivation and a growing portfolio. I can't wait!! Here's a link to own <a href="http://jams.gamejolt.io/rockstarjam/games">game jam page</a> on Game Jolt.</div>
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Here's my game <a href="http://gamejolt.com/games/siege-tower/72388">SIEGE Tower</a></div>
Ron Joneshttp://www.blogger.com/profile/18026411898198192797noreply@blogger.com0tag:blogger.com,1999:blog-4726124790679973157.post-35187564762391766242015-10-20T06:44:00.001-04:002015-10-20T06:44:40.936-04:00MomoCon 2015So, one of the greatest initiating moves of my career was me somehow working my way into the expo floor of MomoCon and demoing the new prototype of <a href="http://gamejolt.com/games/white/38132">White-The Last Blood Cell</a>. Last time I showed the game was right after I made it. The 48hr CDC sponsored games for health game jam. Yall remember that and my feelings after the winners were announced lol. Anyway I haven't been to MomoCon for some years now, back when they were on George Tech campus. So this year they experimented with an Indie Game Showcase, award ceremony, and a pool of celebrity judges... Like BRUH they really did it big and actually pulled it off.<br />
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Online gaming magazines from the Escapist to Game Informer covered MomoCon's Indie Showcase and put Atlanta on the map. The GGDA was able to acquire a booth, and I was so ecstatic about Andrew wanting me to man it all weekend. I didn't know what expect but I knew I wanted to be there and show off my game. Especially if the judges were going to be there... well mainly one Rami Ismail. For the last year Rami has been my role model in current Indie Activity. Business Development, Team History, and Guerrilla Strategies. Long story short, it was a great and eventful weekend and not only did I meet Rami, I chased after him, made him play my game, and had a photoshoot with him. Completely star strucked...<br />
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Real cool dude and topped off the perfect weekend. I meet met so many developers and got to hear their backgrounds and dev stories. I met the Canadian team behind Just Shapes and Beats, the Netherland team making Lumini, and even more local Indies. My first time really feeling like I was apart of a dev family. Hanging out after the Con, drinking with each other every night was dope. But then again it's hard to go wrong when alcohol is in play. I didn't even have a good looking set up my first day... I learned a lot.</div>
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The second day bought a 32in monitor to get heads turning and shameless returned at the end of the Con. Traveling crazy important and meeting your fans and fellow devs is critical. Opened me to much more than SIEGE ever did, only because it was a bigger Con. Thus started be on my journey of finding excuses to travel to game events, showing off my games. I'm extremely interested in the crowd that came by the bus loads to MomoCon and not to SIEGE when SIEGE is actually a Game Conference. I got to witness a lot and can't to implement a change in SIEGE and in my own career!</div>
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PS along with the cool players, press, and devs that played the game... My first youtuber played it!!!</div>
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and a terrible interview of me playing it!!! Still excited though, it's like my first online review!!</div>
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Read it <a href="http://badcoyotefunky.com/the-indie-game-review-with-white-at-momocon2015/">here</a>...</div>
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Can't wait for next year. Hopefully I'll have a bigger role in the conference and even work the Indie Cluster in this showcase of their's somehow >_></div>
Ron Joneshttp://www.blogger.com/profile/18026411898198192797noreply@blogger.com0tag:blogger.com,1999:blog-4726124790679973157.post-60785764729392820222015-10-20T05:28:00.001-04:002015-10-20T05:28:39.034-04:00Keep MovingI really hate these long breaks in my posts, it's not a good look for my future "Yeah I'm always doing something fool" reputation. The last post was back in April and like omg... So much has happened since then. So I'll prolly do some back-to-back posting here just to get us all up to date. Maybe if I keep them short and kool-aid sweet... I kinda want to post more personal feelings and strides but those are so boring right lol. Visuals and milestones is what I was originally shooting for, but whatev's<br />
PS If anyone can tell me if this counts as a Dev Blog or not... I'm pretty sure I'm doing it wrong<br />
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Okay so a quick outline maybe... Momocon 2015 would prolly be first on the list. It definitely grew since last time I've been. They started a whole Indie Game section and actually got some great press and attention with it. After showing my game off there I organized, under the Indie Cluster of course, my first game jam. I held it at my house (house party style) and had one other participant behinds me. Lame I know but it was a huge milestone for me and this group of mine. I made an awesome tower defense called SIEGE Tower. After that I was working with a partner on going into full development with my game White. That was a bust but I learned some things about the direction I want to go. The #IndieDEV podcast is getting to be a regular thing getting the world familiar with us and our games... as our local events get Atlanta and our game community rep'n the Indie Cluster like groupies. It's really awesome having an idea of mine be accepted and supported like this. So much so we had a crazy presence at SIEGE 2015 AND got to host a Suite Party on Saturday night. Not to mention we got to do a live recording of the podcast and I was invited to speak on a panel, or to "rant" on a panel. I was so busy, got barely any sleep, and just felt the love from everywhere...<br />
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But even with all of that, I still feel like I standing still too often. Watching my life waste away or not taking advantage of whats in front of me. One thing I'm glad I have been embracing more is partnerships and team work. Asking others for help and putting things in place so projects get done and not just up to me... Maybe if could do that more, I wouldn't always feel like I'm worthless. That feeling of connection and being able to motivate and advance others is a great high.Ron Joneshttp://www.blogger.com/profile/18026411898198192797noreply@blogger.com0tag:blogger.com,1999:blog-4726124790679973157.post-35429359443218550812015-04-28T07:37:00.002-04:002015-04-28T07:50:44.145-04:00#IndieDEV the podcast So I talked about it a little in a previous post, but this thing called The Indie Cluster is really getting me excited. I've been turning the small little booth at SIEGE into a traveling booth and online community ever since it's inception. It feels like I'm getting more and more support from the atlanta game industry as well as a few random indies from around the world. I feel like that's why we're needed so much, because we don't have that system of support in place, atlanta is still growing. So I finally started the website <a href="http://indiecluster.com/">IndieCluster.com</a> with all our games and links ;)<br />
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BUT what I'm excited about is our last form of debauchery. Me and my friends from Soverance Studios started an Indie Dev podcast called #IndieDEV. We basically want it to be a way to shout out atlanta indies, educate our own, and record a journal of our own games and growth. Our first episode taught me how much I need to work on my vocal skills but that's no surprise. I'm just grateful for the willingness to jump on board from my partners and we're looking to do one every month. Thinking about having some filling posts here and there, like an interview, or a playtest session maybe. I really wish I can focus full time on The Indie Cluster and my games, but alas... life. So we'll be building our games, sharing business information and skills, traveling to do live testing, and partnering with local game studios to collaborate. <a href="http://forums.tigsource.com/index.php?topic=47587.msg1131972#msg1131972">View it on the TigForum Thread here!</a><br />
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<a href="https://soundcloud.com/indiedev-1/indiedev-podcast-e01-gamejams-and-twitter-tweets">Give the first episode some listening love here</a></div>
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Hosted by The Indie Cluster</div>
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@IndieClusterATL</div>
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<a href="http://indiecluster.com/">IndieCluster.com</a></div>
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Sponsored by Soverance Studios</div>
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@Soverance</div>
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<a href="http://soverance.com/">Soverance.com</a></div>
Ron Joneshttp://www.blogger.com/profile/18026411898198192797noreply@blogger.com1tag:blogger.com,1999:blog-4726124790679973157.post-86919098649633023382015-03-05T03:04:00.000-05:002015-03-05T03:04:16.186-05:00I published a game on my phone!Okay so I'm kinda mad at myself for not posting in February, I guess I've just been really busy. I got a lot of awesome, groundbreaking things planned for 2015 and I can't wait to reach a level of success. But I'm also mad for not realizing I should post this earlier but what ev...<br />
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I had a breakthrough in my game ABZ's. After this year's Global Game Jam, we we're all kinda sadden and some unmotivated. For me I almost killed myself (again) making a game on my own... Lol bad habit I guess. But realizing it'd be better and easier now than it's ever been for me to collab, I inquired feedback/assistance from some programming friends of mine. And I got some great feedback and offers for that game. BUT while I was in contact I decided to ask my buddy Scott to see if he could figure out what was wrong with my mobile version of ABZ's... When I released it, I just was glad to let it go so I could worry about other things on my plate. So I honestly didn't need the "I did it all by myself" hat anymore when moving it to mobile. I'm running out of time, and I tied myself to a lot more projects. SOOooo... Long story short, he cleaned up the code for me so I was able to export my first game on a mobile device!<br />
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It's something surreal having your game on your phone! Walking around bragging about it or making people to play it. It's much easier to get feedback and a playtester when you can just put it in their hands. So of course I took some pictures and spazzed out on facebook. Got a lot of support and people asking when can they download it. So like 2 weeks later, I fixed a lot of the size and GUI errors, some code glitches, and usability... catering it to a phone verses a PC. I announced I was looking for Android testers with my latest build, and I was completely overwhelmed. Friends from years ago, came out of nowhere asking to test it for me. Even though I was scared people wouldn't like it, it was too cool that friends, family, and strangers were wanting to play the game and walking around with it on there devices.<br />
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The experience was so cool and left me a little depressed because the ones that ran into the bugs, I felt responsible for ruining their experience. But I know, and they know that it was just a test and I'm glad I did it. I have a better direction I'm aiming for when I release it on the app store thanks to the feedback. And for the most part, the game worked really well, I just have to decide to spend some weeks looking up code and figuring out bugs, or to work on another game until I have someone to help me.<br />
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Ron Joneshttp://www.blogger.com/profile/18026411898198192797noreply@blogger.com0tag:blogger.com,1999:blog-4726124790679973157.post-64436846384710781782015-01-13T01:48:00.000-05:002015-01-16T08:40:34.219-05:00RenderBit #FAFAtlOkay so I haven't blogged about this yet... But as I began to get more involved with the art scene here in Atlanta, I discovered the hashtag #FAFAtl. Which of course stands for Free Art Friday Atlanta!! So the idea is since graffiti is technically considered vandalism, your pieces of art are placed there for someone to pick up and take home. Such a beautiful concept that has been getting popular in major cites. It's almost like a scavenger hunt for your favorite artists. Your fans can follow you on Twitter or Instagram can embark on a journey to find you masterpiece when you take a picture of it and it's location. Okay now that's explained...<br />
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So I was completely blown away by this idea, I loved that I can tag something and leave it. This way I can get exposure as an artist, practice pieces and techniques, and not feel bad about it being called graffiti. The only thing I had to do was to figure out my alias and gimmick. So of course I thought about digging up one of my former ideas and aliases. However I decided to go a different route.<br />
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Not only did I want to get name brand out there, I needed hands-on practice for my tshirt designs. So I decided to start dropping free art under the name of RenderBit. Since RenderBit Apparel plans to have lots of designs and pieces to market to nerds and artists, I figured this would be a perfect way to gain hype. It's a lot of fun because I've always wanted to practice painting, and it's not like I have the pressure of selling it, making it perfect, or even if someone wants to go out and find it... It makes perfectly good street art!<br />
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<a href="https://twitter.com/RenderBit">Follow here :D</a></div>
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Ron Joneshttp://www.blogger.com/profile/18026411898198192797noreply@blogger.com0tag:blogger.com,1999:blog-4726124790679973157.post-27129389488311303312014-12-07T06:45:00.002-05:002014-12-07T06:45:23.752-05:00New Web Comic<div style="text-align: left;">
FPS is a one page comic series about two friends that have the most awkward, offensive, and satirically creative conversations while playing video games.</div>
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So being the massive pile of talent that I am, I have to kick myself in gear at times to use my awesomeness productively. Like my boy Tony Stark taught me, all you need is your mind, your tools, and time to prove yourself a master of the moment. Not to get caught up in the everyday rituals, an artist of creation can literally shape his own path. It's so cool thinking about doing something that no one has ever done before, and actually knowing how to do it. But the part that always gets me stuck is using the extra time that I have to create... So I've been slow on my game dev, and been using my down time to think about short concepts, ideas, conversations that I selfishly want to share. So I started a new one page series that can help me create short concepts, challenge myself to write and illustrate, and keep my portfolio growing. I'm not going to force my attention away, so I'm really curious to see how far this experiment will go.<br />
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<br />Ron Joneshttp://www.blogger.com/profile/18026411898198192797noreply@blogger.com0tag:blogger.com,1999:blog-4726124790679973157.post-36758638153325114712014-11-02T05:32:00.005-05:002014-11-02T05:35:21.580-05:00ABZ's: Pop Quiz<div style="text-align: center;">
FINALLY THIS GAME IS OUT!!!</div>
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I've been working on a game off and on since college, 3 years ago. It's actually in my <a href="https://www.youtube.com/watch?v=ttaBon7WGnU">demo reel</a>. Honestly only 4 months of work was put into the game, and it shouldn't even have taken that long. My game ABZ's started out as a simple concept of clicking letters in order and me trying to practice coding. I've learned so much about game design, Unity 3d, and the game industry period since then. I worked on it for 2 weeks and posted my progress in pictures on facebook. In that time I was able to build a working prototype to play at my portfolio show. Of course I had plans to finish it, but I didn't know exactly what directions it might go in.<br />
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So of course after I graduated, I did the opposite of taking advantage of my free time. I wanted so badly to just move on to other things and finish another game. However several things kept me coming back to this game. First off the fact that I basically had the game done, I just needed to tighten the art, make more levels, add effects/music. However, growing with the game I began adding more mechanics and ideas to the franchise. I had in mind that the game would consist of 12 challenges and 3 bonus challenges each level. There was 4 levels, one for alphabetical, one for alphabetical but would skip letters, one for backwards order, and one for backwards and skip letters. That would be where I cap it. Basically most of the game is copied and pasted from other challenges and levels. The only other thing that would get in my way is motivation. It seemed like for such a simple game, it should've been completed already. So I after I finally kicked myself to write the new script for the first bonus, I told myself that I'm just gonna stop here. Instead of me finishing the game and calling it a beta, and putting everything extra in the full (non free) version... So I grinded for weeks to finish a polish version of my IP, and called it Pop Quiz, or the beta version of ABZ's<br />
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Even though I had a launch date and everything that I missed, I'm glad I did all that and finished in time for SIEGE. Now I was already working on a way to showcase my game during SIEGE 2014. I got Andrew to let me lead an Indie Showcase Booth on the expo floor. The Indie Cluster was a huge success and it got everybody wanting something more from Atlanta Indies. So that got my foot in the door in a lot of ways. The second reason I kept coming back to this game to finish it, was because it was more than just a causal game. It had a crazy educational value to it that I knew if nothing else, would help stand out on its on. It was a hook that my other projects didn't have even though they were much cooler (or had the potential of being). So my goal became to drop ABZ's as a web browser game, then fish around for a publisher for the full game or the beta stand alone, then bring it to android as a free app, then iOS as a free app... This would open up the door, while giving me more time to work on the full version with all the unlocked bonuses. Also I'd be able to pitch to a dev team for a facebook version (quick bonus rounds), and teacher's version (to sell to schools), and a multilingual version (to help those trying to get better at different languages).<br />
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<br />
So the potential for this game is huge. However I'm just glad I finished a version of it so I could forget about it, and work on cooler newer games with my newly acquired experience lol. The SIEGE deadline that I had became such a blessing. Not only did I finally have something to show the few people that know my face, or the ones that ask about it, but I had a product ready for market. I actually gained a number of people interested in partnering with me as a developer. Even cooler, I'm working towards some leads to getting it published on mobile and in the schools. I've been overwhelmed by the love that I received for the game, and super excited for the future of it. Now the issue is to not disappoint. I mean I did say I finished it so I would get to NOT work on it anymore... and some of these leads require me to turn up my level of workload for it. So I don't know. I really just want to work with someone who can work at my own pace for it. It's my first real game and it's all an experimental process. I don't want to make the wrong move, but I really don't want to have it become something I'm not ready for it to be. One thing that would help is if it wasn't just me working on the game, but I'm too stubborn to find people and trust them I guess. Either way I'm just proud that I have all of this as an option. Slow or fast moving, it's finished and ready for the world to learn about it.<br />
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<div style="text-align: center;">
<a href="http://gamejolt.com/games/other/abz-s-pop-quiz/35333/">Play ABZ's: Pop Quiz here</a><br />
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Ron Joneshttp://www.blogger.com/profile/18026411898198192797noreply@blogger.com0tag:blogger.com,1999:blog-4726124790679973157.post-81569893071122689012014-10-01T01:53:00.001-04:002014-11-02T07:01:32.054-05:00The HHS Game Jam... and My SaltSo I've been meaning to post for a while... things kinda got away from me. I was going to rant about my excitement for the HHS Game Jam 2014 (CDC Game Jam 2014), but now you get to hear my rant on my perspective and the game I made.<br />
<br />
Okayyyy so I wasn't going to go to SPSU's game jam this year because of me having to pay bills and because of what happened last year. But I sacrificed because I had faith in myself and them this year. Omg I could rant forever about my team, the judges, and how the government shut down... shut down what little chance we had. But I won't, I'll just say last year was the first time the CDC (yes the actual CDC) decided to throw a game jam because they wanted to test the idea of people making games for health. And it was a huge success, and I was blessed to be apart of it. However the main reason our team (besides team issues) didn't win was because the judges couldn't see our game on the projector, it was too dark. So it was the complete shaft we got. THIS year... Was even bigger because they got funding from the HHS and the government. I decided to do it myself because I'm a badass, and was fed up with team issues at game jams. So I bust my ass in a corner for 48hrs. Almost killing myself with the health issues, being antisocial, and focusing on just the title so I can actually fund myself living and developing with the prize money. Tell me why they still wanted a trailer made of the prototype, and I felt like they judged solely on that. When they're projector was flickering through everyone's demos anyway. Soooooo obviously me trying to reach out to tell the CDC that them judging based on videos is the wrong way to do it, didn't get through to them. I'm not pissed that I didn't win, I'm pissed at which games made it to the semifinals over mine... I'll let you be the judge<br />
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<div style="text-align: center;">
<a href="http://spsugames.blogspot.com/2014/09/hhs-games-for-health-games.html">HHS Game Jam submissions</a></div>
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but if I have an actual game that is fun first, yet informative and engaging, I would pick that up before I pick up a health looking game (which is the biggest reason no one plays games for health/education)... I feel like it shoulda been considered over a board game with HIV on the cards and a movie trailer... But maybe I'm just salty.<br />
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Video games are the ultimate art form... you can't judge them like music (hearing), or like movies (visual and hearing). They contain the missing element of interaction, and their main quality is the experience it puts you in and feelings that are invoked while you there. Which can only be displayed through gameplay or how the games should've been judged "play testing"... They are 48hr prototypes, there not going to make a good trailer. I kinda feel I shouldn't have to make an award winning trailer, I should focus on the gameplay and content... But like I said, I'm prolly just salty. Didn't put sound in (prolly why I didn't win) but here's my trailer<br />
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<object height="270" width="480"><param name="movie" value="//www.youtube.com/v/dbHvd6iHzjs?version=3&hl=en_US"></param>
<param name="allowFullScreen" value="true"></param>
<param name="allowscriptaccess" value="always"></param>
<embed src="//www.youtube.com/v/dbHvd6iHzjs?version=3&hl=en_US" type="application/x-shockwave-flash" width="480" height="270" allowscriptaccess="always" allowfullscreen="true"></embed></object>
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<div style="text-align: left;">
So sorry about venting like that... I have no regrets because I got an awesome game concept out of it. I'm extremely proud of it and stoked I was able to do it and create awesome without a team. I'm still incredibly thankful for the SPSU, the volunteers, and the CDC for being awesome to even give me the opportunity. They're the best, I'm just looking forward for a better future. Initially I was just gonna not finish it. But I'm thinking about working on it and hoping it gets popular because I believe it can help raise awareness, and so I can have the option to ignore the CDC when they ask to be apart of it lol... yeah I'm salty</div>
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<br />Ron Joneshttp://www.blogger.com/profile/18026411898198192797noreply@blogger.com0tag:blogger.com,1999:blog-4726124790679973157.post-82459807006517635602014-09-03T10:21:00.002-04:002014-09-03T10:29:36.824-04:00The Artist You Never Heard Of… Learned How To Program<div align="center" class="MsoNormal" style="text-align: center;">
So I wrote an article for the IGDA Perspectives Newsletter...<br />
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Well I guess I can start by saying
when it comes to walking down a sidewalk with more than one hat on, things can
generally get a little heavy and unsociable. So this doesn’t change when we’re
talking about jobs in the game industry. The world is getting over it, but like
many businesses… we have no idea how much money, work, and talent is needed to
create a project and distribute it to an audience. When you tell your neighbor,
cab driver, or train stranger that you make games, you then have to explain to
them that you didn’t make Halo, or at least not by yourself. Not only are
bigger games a team project but a studio production. We’ve all gotten the “You
should make a game like Call of Duty, but better…”, when you just explained
that you do pixel art. However a lot of how the world sees us is why we’re such
a close family. All we are are a group of out casted nerds that share similar
skills and a want to birth our own creations. The majority of the industry
moved from other fields and shared a talent and a like for games. Today this is
probably more different than similar in video, because of the difference in
industry age. However the same rules can apply because we depend on each other
in the same way. An artist can learn to do illustrations and rendering
techniques specific for games to help a team out. Or your programmer might find
it easier to learn by programming in a game engine instead of coding outside of
one. We all have our reasons to have the
coolest jobs in history, but do we all really really need each other?</div>
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<div class="MsoNormal" style="text-indent: .5in;">
When you see Epic is looking for a
Game Programmer, Ubisoft hired 3 new Artists, or Nintendo is changing their
Lead Designer, one can ask what do these titles mean to us. Why do we only judge
them by what they can do under a title, verses who they are and everything they
can bring to a game. The fact is that the more a studio (or its game) becomes
more of a business, the bigger the studio has to get. The bigger a studio gets,
the more hats are required. And the more hats that are required, the lesser one
person actually does for the game. This is one of the causes of the grey line and
back and forth between staying Indie and becoming a AAA studio. Delegating
responsibility, time management, the art pipeline, programming the</div>
engine,
programming the game, marketing and relations of the team, these are all things
that can’t be over looked. Of course a bigger studio still has a building full
of talented people, but this topic is more subjective to indie development
because of its freedom. The idea that “this HAS to be done, so I should learn
how to do it” is applied more. I know what you’re thinking, when dealing with
salaries and human beings, it’s incredibly important for people to establish rules
and lanes that they should stay in… which can’t be overstated. We all know that
working outside of titles can be dangerous to teams, resulting in not making it
passed preproduction. A programmer might decide to do half of the artists’ job
through script, or an artist might redesign the gameplay with just a change in
the level. However when you’re a group of friends with a gaming idea, Unity 3d,
and internet access, you’re focus is making something cool not assigning
titles. When teams are able to communicate, pull their own weight, and keep the
goal in mind, even teams of 4 or less can wear all hats comfortably.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgLnkqAq2VQIpM37UVvtVA0DPuLOdGQZ3UslfM_CdDpZAGNfcCvTitvCODo1toJKM2quaPeETy8wBRqOAwgWGpoNJ-S9zK643urTtbq2c6iysMy8YJp2xlAoDJzQmKdUtdii2iV7Sh_p0Oh/s1600/idea+fairy.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgLnkqAq2VQIpM37UVvtVA0DPuLOdGQZ3UslfM_CdDpZAGNfcCvTitvCODo1toJKM2quaPeETy8wBRqOAwgWGpoNJ-S9zK643urTtbq2c6iysMy8YJp2xlAoDJzQmKdUtdii2iV7Sh_p0Oh/s1600/idea+fairy.png" height="400" width="333" /></a></div>
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<div class="MsoNormal">
Even in
college, my personal experiences taught me that groups and team projects are
fictional creatures of the populous that can never be tamed and those that
tried… were driven crazy. It’s always been easier for me to work on my own,
mainly because I wasn’t counting on someone that could eventually leave. I’ve
been on a lot of teams that ended up failing because the lack of team work,
schedules conflicting, programmer losing interest, and disagreement about
direction. So once it dawned on me that I was able to program, I decided I
would focus on my own games, unless I was getting paid to work on a project.
Because unless you guys are best friends/family, have no other obligation and
won’t for years, or getting paid, it’s hard for a group of people to devote
their time and skill towards the development process from beginning to end.
That’s just life #TrueStoryBro... It happens and it’s okay, but understanding
this I decided to be by myself until I can afford some help. That’s at least
how most Indies do it. Developers grow once their game can generate some money,
or at least a publisher. The downside is you just run into all the issues of
doing EVERYTHING yourself. The more hats, the heavier the pressure, and the
more reclusive you have to become to achieve the same goal. This is a double
edge sword because you need to talk and market to people to learn what you need
to finish the game and sell it. So I’ve been having my artsy, creative side
struggle with my programming, logistical side. Not everyone can do both, but
finding a balance along the pipeline process is key for those that can. Even
having one partner means my game would have twice the brain power, two times
the amount of ideas and contacts, and twice the amount of work getting done. It
can definitely be overwhelming and sometimes depressing by yourself. Being only
one incredibly attractive yet talented individual, I feel like I can only
either focus on finishing my game, or focus on talking about it. Now that I’m
writing it all down, I’m thinking this really sucks lol… But I wouldn’t change it
for anything. </div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgp1XyZ8TFTzqq7BZFn5fI-CCB2MbWh882ynAU4CfMEmVYLO5irOOzUeeRbCMgWRnSpO30_FTtI2-abGUQ0diX3kAwXU9pXL056Tj2PkdjCqu2QAbu0jM2oX_58FoOBhjGd_rcIeRk8IWfj/s1600/IndieDev.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgp1XyZ8TFTzqq7BZFn5fI-CCB2MbWh882ynAU4CfMEmVYLO5irOOzUeeRbCMgWRnSpO30_FTtI2-abGUQ0diX3kAwXU9pXL056Tj2PkdjCqu2QAbu0jM2oX_58FoOBhjGd_rcIeRk8IWfj/s1600/IndieDev.jpg" height="640" width="320" /></a></div>
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Part of
the reason why bigger studios give Indies so much respect is because they were
able to overcome all of this and produce something that was exactly what they
envisioned without caring about the return. Also one unlocks the achievement of
being a Badass, assuming the title of Indie Rockstar. If a guy named Notch
could quit his company to work on his own games. Then generate enough money
from a prototype to make his friends quit their jobs and start a studio. Then
become millionaires BEFORE the game’s release. Then anyone can be inspired to
turn an idea into a success. The message wouldn’t be “making a game all by
yourself”. The message would be to work on something personal until it’s
personal for your friends, then until it’s personal for the world. At the same
time however, that “making a game all by yourself” is labeled on the Rockstar or
face of your game, which some will love or grow to hate. Especially if the
publicity is all negative in spite of the truths, it can totally distract from
the game itself. Of course I’m talking about Phil Fish and his game Fez. It’s
his creation, but he wasn’t the only one working on the game. And despite how
awesome of a concept Fez was and is, the face of it was an internet fueled,
raging, opinionated face of Phil. Of course he’s just a guy that made a game,
but the internet has ways of taking things out of control. The very medium of
independent games is the internet because of that very fact. The interconnected
web can turn your at home, unfinished project into an award-winning, ad-whoring,
house hold name. The accessibility of the internet can give a nine year old the
tools to create the next best game. Maybe because he doesn’t even notice the
symbolic hats, he just realized he can do something cool and went for it.
That’s the kind of reality that I envy, the one where we make our own…
physically and virtually.<br />
<br />
<div style="text-align: center;">
The topic was "Wear the Hats, All the Hats"... I had a lot of fun with it!</div>
<div style="text-align: center;">
Read the published version <a href="http://newsletter.igda.org/2014/08/31/the-artist-who-learned-how-to-program/">here</a>.</div>
</div>
Ron Joneshttp://www.blogger.com/profile/18026411898198192797noreply@blogger.com0tag:blogger.com,1999:blog-4726124790679973157.post-29835083144681587802014-08-11T00:22:00.000-04:002014-08-16T03:03:36.330-04:00Growing into an Indie DeveloperI gotta say... Lately been hella excited about my career and my talents. I feel like I'm unstoppable at times. I've known I've wanted to be Indie for years now, but now I know how to be Indie. How to do the things I've wanted to do and where I fit in the world and industry of gaming culture. Game devs are going to be the rock stars of this generation and by the time it blows up, I'll be a BOSS at it.<br />
<br />
So I've blogged about my growing obsession with twitter and how it's helping me communicate. So I started another one to bring together local artists in Atlanta. Two weeks in, I've learned so much and made so many connections just in the area. I knew I was missing out on a lot, and that twitter page was for me to build a community that I would be apart of.<br />
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to check out the Atlanta's art scene follow <a href="https://twitter.com/LameboyBehavior">LameBoy Behavior</a><br />
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Another thing I'm excited about is me picking a launch date for the beta of my current game ABZ's called "Pop Quiz"... I did it basically to push myself, gain some attention pre-release, and because this game deserves to be scene. If I do a good enough job on it I can bring more attention to the applications of it and make some money while I finish developing the full version. I've started to talk to publishers and portals and can't wait to link them to the game. I'm launching it on Aug 20th 2014<br />
<br />
Bringing even more excitement for to the release of that, I have a great game idea I can't wait to start on. I want to take advantage of this create and move spirit that I'm having. I lot of game devs spend a few years working on a game that the finish polishing. But I've seen a couple of Indie devs, where they work on a game for a couple of months and release it. Then it gains some attention and people get to know or at least see a couple of games made by you. Its a great way to build a nice resume, and just to use the creative game making juices that makes you such a great Indie...<br />
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And speaking of Indie... If I never talked about it much before, I love being about of SIEGE and Atlanta's game scene. So after a series of shrugs and surprisingly meaning-some dialog, I'm coordinating the Indie scene of this year's SIEGE conference. We decided on doing an Indie showcase in the expo hall. Much like Indie MegaBooth and others, it's for Indie games to make it to the conference that wouldn't normally be able to. The more I think about it, the more I get excited about it. So, obviously, I took it upon myself to build the Indie community here in Atlanta because it's not really there... I mean its there, but there's no real communication, list of events and tools, or just one twitter account to follow to promote Atlanta Indies and make them aware of each other. Sooooo I made one :D. Hopefully this will bring everyone together. I plan on using it to showcase at SIEGE, promote year round, give special offers and discounts to members, and other fancy stuffs. Might even be an opportunity to make some money... Dev's gotta eat<br />
<br />
check out the <a href="https://twitter.com/IndieClusterATL">Indie Cluster</a><br />
<br />Ron Joneshttp://www.blogger.com/profile/18026411898198192797noreply@blogger.com0tag:blogger.com,1999:blog-4726124790679973157.post-25936752441449037662014-07-15T04:21:00.000-04:002014-07-15T04:32:19.010-04:00Entrepreneur By Default<div style="text-align: center;">
How many people can say they took on too many hats or hustled too hard and never got anywhere in life...</div>
<br />
Ugh nobody... Because even if you deal with the pressure of doing that to yourself and sacrificing everything, you'll still end up with more than what you had. Laws of physics...<br />
<br />
Who has two thumbs and can't F'n concentrate on one interest at a time... This guy. Not only with different industries and talents... within each one I seem to have many interests. When I was younger I never thought that I would actually be grinding and making my own games. In school we were "trained" to focus on strengths and leave everything else off your reel. But me I felt like everything I made deserved to be on my final demo. Not sure whether because I never had one particular strength couldn't and decide on one avenue or because I wanted to show that I could do a lot if not it all from concept to completion. Either way... Most of that never got shown because it was too much for one untalented guy to showcase and compete. #StoryOfMyLife...<br />
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<div style="text-align: center;">
Disclaimer: Don't try that at home kids</div>
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So I've notice pattern with typically everything that I come across in life. From real-estate to singing... I can't do any one thing really good. But I'd always have fun in my little fantasy because I feel like I can grow. I noticed through my interests, I began to obtain a lot of contacts and people who were doing things or rubbed shoulders with people who were doing things. I the same time, the things I did force myself to focus on... Got me close and personal with the ones that actually had the talent. Thus the creation of my network for a better future... The only issue (personal issue) was it was never me in the center of attention or admiration. It seemed that I was destined to be nothing more than the connection in between talents. I'm always around the opportune time when people are looking for a crazy good sketch artist or a backup vocalist. I'm like half of my friends could jump on this and can make a name for themselves. It use to always kill me that I was never good enough to throw my name in the pot. Fortunately this curse/blessing taught me that every industry is the same and can be tackled with a similar business model, with or without talent. I just reallyyyyyyyyyyy wanted the talent. Ah well, I've learned to accept myself and be the best at whatever me is... some would call this being a social intellectual badass.<br />
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So in five years if every I can get the notoriety and financial status that I want... What type of career paths I would take? This is why it's so hard to answer the "Whats your five year/ten year goal". I use to have a definitely answer because I was so serious about my future. Still am, I just know anyone of my paths can turn into a slope overnight. Hopefully I'd have some control though in the direction of course. Hmmmm, what to be when I "grow up"... I guess I could start with paths I've invested time and money into already...<br />
<br />
Indie Game Developer<br />
Game Designer<br />
Game Writer<br />
Game Publisher<br />
Game Journalist<br />
<br />
Comic book Writer<br />
Comic book Inker<br />
Comic book Colorer<br />
Comic book Publisher<br />
<br />
Animation Artist<br />
Background Artist<br />
Storyboard Artist<br />
<br />
Web Show Host<br />
Website Developer<br />
App Developer<br />
<br />
Digital Painter<br />
Traditional Painter<br />
Street Artist<br />
<br />
Apparel Artist<br />
Apparel Designer<br />
Model<br />
<br />
Rap Artist<br />
Singer<br />
Music Producer<br />
Dj<br />
<br />
Actor<br />
Writer<br />
Poet<br />
Author<br />
Director<br />
Producer<br />
<br />
Event Organizer<br />
Art Professor<br />
Scientist<br />
Restaurateur<br />
Real-estate Owner<br />
Philanthropist<br />
Angel Investor<br />
<br />
Whew.... Nice little bucket list<br />
I actually think that's everything I could see myself doing in life, even if it's not all at the same time. And experience has taught me that it's all possible. So excuse me while I check one off the list...Ron Joneshttp://www.blogger.com/profile/18026411898198192797noreply@blogger.com0tag:blogger.com,1999:blog-4726124790679973157.post-24028147532749410002014-07-01T00:52:00.002-04:002014-07-11T05:26:59.689-04:00Tweets to the internets I'm actually getting better at being social to the internets... I've discovered a while ago that the issue I have with my posts or creations not seeing alot of traffic is because I don't really have much of a community online. It's incredibly hard to keep up with Reddit, Tig Source, Twitter (Personal and business), Facebook (Personal and business), Instagram (Personal and business), Kongregate, Newgrounds, and Unity3d forums. And that includes following people, checking links, having discussions, replying to tweets, posting on my blog and facebook, and still having an outdated website...<br />
<br />
But I'm kinda exited about having things retweeted and people talking back on twitter... interactions like those is how I'm slowly building my fan base and getting more followers and interests in facebook, twitter, my blog, instagram, and my youtube. Once my following becomes bigger it'll be easier to sell or get shared or retweeted....<br />
<br />
<a href="https://twitter.com/The_RonJones">My Twitter</a><br />
Start a convo with me :D<br />
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The forums are a whole different story... I honestly feel like people just like reading, or just like entertaining ignorance on the internet. Which neither one is the case for me, I wish I could spend hours having a deep conversation about game design techniques. Then shoot a couple of links to my current game and have it become crazy popular. I feel like the most successful indie games today were because of word of mouth (cyber mouth). And me not talking much, makes me rely only on product (which isn't existing yet). But I'm trying to blog more and slowly get in to forums :/<br />
<br />
#OneDay<!-------><!------->Ron Joneshttp://www.blogger.com/profile/18026411898198192797noreply@blogger.com0tag:blogger.com,1999:blog-4726124790679973157.post-91881371099672093912014-06-18T15:39:00.003-04:002014-07-01T01:05:21.164-04:00RenderBit Drafts<div style="text-align: center;">
A few designs I'm thinking about putting on a shirt and selling. RenderBit is the creation and interpretation of a digital age. For the nerdy, gamer, artist in all of us.</div>
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Follow the<a href="https://www.facebook.com/renderbit"> Facebook Page</a> and <a href="http://instagram.com/renderbit">Instagram</a></div>
Ron Joneshttp://www.blogger.com/profile/18026411898198192797noreply@blogger.com0tag:blogger.com,1999:blog-4726124790679973157.post-6515839200950832142014-06-18T14:38:00.000-04:002014-11-02T04:09:11.504-05:00I'm Still AliveMan oh man... It takes a while for one to get back on his feet and doing his thang thizzle.<br />
<br />
Hmm not sure where to start... I got a job as a server! Prolly the best news since graduation. I've been able to make my own money and support myself for months now. I have my own place, eat my own food, and pay my own bills. Feels pretty good.<br />
<br />
I work full time and try to work on little things here and there. I'm almost done with my game ABZ's, at least the beta. Now the challenge is to learn how to publish and port properly. I started painting... just cause lol I felt like buying spray paint, brushes, and canvas. but haven't made a masterpiece yet.<br />
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Some fun news I'm on the edge of printing my first batch of designs for my Tshirt line, RenderBit. I've have so many designs and much more I want to throw on a shirt. Can't wait until everyone knows of the name.<br />
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I just turned 25... somewhat depressing. However it's been motivating me to do more in my spare time. I'm in the middle of prime, and yet not where I wanted to be in my career. But I know God has a plan... and there's so much on the horizon.Ron Joneshttp://www.blogger.com/profile/18026411898198192797noreply@blogger.com0tag:blogger.com,1999:blog-4726124790679973157.post-33174478504580614312013-01-20T22:09:00.003-05:002013-01-20T22:14:30.269-05:00Catching UpIt's been a couple of months... I guess things got real busy with SIEGE and then me working in New York with my dad. I'm telling you, I envy people in that city. If you're independent, it's the best place to be. So many people walking by everyday. Such an energy to help you do what you got to do that that day. I think when I get some more cash, I'm gonna start my tshirt line. I just need a good contact up there to help me sell... hmm. But I'd prolly just go to retail stores individually and focus on online sales.<br />
<br />
I finally started my <a href="http://www.facebook.com/pages/Ron-Jones-The-Artist/425515144187558">Facebook Fan Page</a><br />
So please everyone go to it and "like it" to help my name spread. After I finish posting all the current art I want to post, then I'll use it to help sell things from my store. I'll also be using it to promote my games when the time comes. My empire has started :D<br />
<br />
Other than that, of course it's been hard finding a job, in or out of my industry. I'm still working on a few, but as of now I just something to help get by. Me and my father have something planned for the summer that I'm praying we can work out. We been working on it for a year, and taking the next steps to make sure we do it right. Other than that, I'm just still trying to do art here and there. Living off other people is getting tiring...Ron Joneshttp://www.blogger.com/profile/18026411898198192797noreply@blogger.com0tag:blogger.com,1999:blog-4726124790679973157.post-34203841782449209552012-09-14T21:22:00.000-04:002012-09-14T21:22:02.756-04:00Comic Pages 1<div class="separator" style="clear: both; text-align: left;">
So I really wanted to get in the habit of forcing myself to sit down and do art, and 1 page comics seem to be the only thing I can complete (most of the time) and have fun at the same time. These are a part of my "The Sequentially Unimportant" folder on facebook, thinking maybe I'll turn it into something when I just have a crap load of crap lol...</div>
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Ron Joneshttp://www.blogger.com/profile/18026411898198192797noreply@blogger.com0tag:blogger.com,1999:blog-4726124790679973157.post-47288769576459579742012-08-29T21:58:00.002-04:002012-08-29T21:58:41.760-04:00Contemporary Works 1<div class="separator" style="clear: both; text-align: center;">
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjnxTIIsPl7XcZpmCFKWok4-08B1V9Hu2ldKP65-FAeJl_RwzXmn2YuNxf6gJHvgIO1_LHvuOz-4gcjQ9n9UBQg7r2qNziU5u31w1b4ZgcBQBcsuhU-2t0sn365inS7BgMzc_41uo7PnTop/s1600/HeadShot.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjnxTIIsPl7XcZpmCFKWok4-08B1V9Hu2ldKP65-FAeJl_RwzXmn2YuNxf6gJHvgIO1_LHvuOz-4gcjQ9n9UBQg7r2qNziU5u31w1b4ZgcBQBcsuhU-2t0sn365inS7BgMzc_41uo7PnTop/s320/HeadShot.jpg" width="213" /></a></div>
<br />Ron Joneshttp://www.blogger.com/profile/18026411898198192797noreply@blogger.com0