Frequently Asked Questions
As a generalist that views game development as a hobby, I often like to do most of the work myself… which I’m sorry to say means it’s pretty rare that I’d be hiring others. I can’t say never…. just rare…
It’s best to contact me on social media (ie: Instagram, Twitter, YouTube) Links are at the top of the page.
If one of my titles ever does well on Steam then I’d say there’s a reasonable chance of porting it to console. Otherwise it might not be worth all the time, energy and headaches to port it.
Yes, however it’s currently on pause for a handful of positive reasons. Having learned from some design and scripting pitfalls in The Brew Barons and Electro Bop Boxing League, I want to go back and rework some aspects of Wastehaven for the better. I’m also planning to double the production quality when I go back with the funds earned from my other titles. To those who are interested in Wastehaven, I thank you for your patience while I work towards making the best possible version that fulfills the hopes and dreams I have for it. Plans… Big Plans!
Mostly no, however there are a few exceptions with AI voices: The Beta version of Electro Bop has AI voices as placeholder, which are actively being replaced with real actors. Whereas the Brew Barons with it’s large cast of characters, several thousands of dialogue lines and a rather small production budget (Around $20K) that mainly went to music and marketing, so AI was used to provide the voice to help train and deliver the audio that we felt was very much needed to help process dialogue whist flying and make interpretation a bit easier for limited English speakers.
Developer Dob Games is just myself (Rob Hartley) with some occasional help from a couple great music composers.
No, I prefer to release any of my games in a fully completed state.
Making art has been a hobby since a very young age and was really the only thing I excelled at. Thinking I might become a Comic Book artist, that soon changed after dabbling in 3D art. In my teenage years I tinkered around in Quake and Unreal making levels, models, vehicles and custom characters in the early 2000s. Little did I know this would greatly serve as the foundation of my generalist skills and land my first job as a 3D modeler being almost entirely self taught. A few years later I shifted into VFX role as I found the work very satisfying and enjoyed the problem solving and technical challenges that inherently came with it. Several years after that I then took the leap into indie development, diving into all sorts of fields (sound, design, scripting, marketing) of which I had limited experience in and continue to hone till this very day.
The benefits of not being bound to a publishers gives me greater flexibility in not only picking a release date but also holding a release until a game has built a sufficient level of wishlists on steam and/or following on social media. With that said, release dates are subject to change, however I will do my best to deliver any and all games as soon as I can whilst picking a date that makes sense from a business standpoint. I thank everyone for their patience.