After more than a decade working on AAA games like Deus Ex: Invisible War and BioShock 2, Kent Hudson grew creatively restless. So in October 2011, without a specific game idea or a plan beyond trying to make something he believed in, he quit his job and started working on a game in his apartment.
The Novelist is the result of his foray into independent development. Its roots can be found in his GDC 2011 lecture entitled Player-Driven Stories: How Do We Get There?, an argument for new ways of giving players authorship in game narratives. The desire for relatable, universal subject matter led to its focus on a single family.
During its development, the concept began to hit closer and closer to home; as months passed and the challenges of independent development made themselves known, Kent faced scenarios eerily similar to those he was creating in the game.
Can a person follow their dreams while remaining connected to those they love?
There are no statements here, only questions. The answers are always personal, and ultimately yours to decide.