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We had the pleasure of interviewing artist and indie dev SeaSlugStudios all about their work! Check it out to learn more about who they are and what they do!
1.What initially inspired you to become a creator, and how has that inspiration evolved throughout your creative journey?
I have always been interested in the creative fields. I grew up watching my dad do art in between working and being in the military. He was my original inspiration for being in the creative field, as he didn’t get to chase the dream of going to art school. I grew up with a deep love for traditional art form, it was always my favorite subject in school and I refused to have any non-creative electives throughout high school. I’ve also always loved video games and the ins and outs of what makes a game, a game. When I wasn’t able to pursue college myself, I decided that I’d still pursue trying to build a brand for my art. I spent the next several years following and getting inspired by many other artists as well as game devs on social media and through playing the games made by many indie devs (Qinniart, YuumeiArt, Toby Fox, TastyPeachStudios, and all of the friends and game devs I’ve met through the Game Dev Underground discord just to name a few). It wasn’t until i witnessed the work of all the lovely indie devs at the GDU discord that I’d gain the courage to finally try the one aspect of game dev that scared me the most, coding. I had spend years doing character design, working on background art, trying to figure out how to make sound effects and music, but until Covid hit i had never dared to pursue fully making a game from scratch. However, when i saw that i was not the only one struggling to learn coding, there were many others like me, i finally had what i needed to take that leap and dive head first into not just doing art. I would also be introduced to streaming more heavily around this same time, and i initially started streaming to create a game dev log of my progress. Though, things worked out a different way and id come to love streaming my art and games. I could finally start to really build my brand, find a deep love and struggle with game dev, and truly appreciate my art now that I had more eyes and people to inspire me. Without the lovely communities I’ve met from both the internet and live events, i would have lost the drive a long time ago.
2.Can you share a specific moment or experience that fueled your passion for your current creative project?
There is one very specific moment in particular that fueled my drive to start working on a full blown game, Ludum Dare 49. The theme was “Unstable” and I had just started getting a grasp of Ren-Py as a program. This was the second game jam I’d participated in, and the second game EVER that I had attempted to even make. The first being a silly visual novel for a GDU game jam. I decided to shoot my shot and participate, but instead of being smart and going the easy route, i decided i wanted to be graded on the progress i had made. So I submitted myself to participate, Solo, on the part of Ludum Dare that is actually judged. So, after 48 hours of non-stop work instead of going and putting in for the 72 hour normal dare, i would submit another little visual novel under the theme of an “unstable” household. Little did i know, the story would actually hit people. People were actually interested in my story telling, they thought my interpretation of the theme was actually intriguing. Then, after a few weeks of people being able to play the games and rank them, we’d get our scores back. When i tell you i cried, i bawled at the results. Not because they were bad though, because i had managed to rank in the top 100 games in the theme and mood categories. And I’d rank pretty decently in the rest of my results. People were actually interested in a concept that i had done in just 48 hours, maybe they’d actually be interested in a full blown game i had been planning out for months before that. So, thanks to LD49, i am now working on a full blown visual novel/dating sim. It’s titled “Love has a deadline”.
3.What challenges have you encountered as an indie creator, and how have they shaped your approach to your work?
My biggest challenges have been learning to code, building an audience for my art brand, and dealing with burnout. Learning to code has made my work rather slow on the game dev side. While i can crank out art and character concepts and designs, hell, even working on the dialogue and options isn’t too difficult. Trying to learn to code with a brain that is now not freshly out of school and has troubles learning on my own anyway, its been a bit of a roller coaster. Ren-Py luckily has an interactive game to teach you the bare basics of how to work with their program, but I am also learning Godot so that i can impliment mini games and other fun UI pieces and things that Ren-Py doesn’t have in its program offhand. The language is very foreign to me and i have troubles remembering what lines of code do what. I’m getting there slowly though. In the meantime i have been working on getting my character designs, art and the dialogue script written to maximize my time spend on the project. Now, i am also trying to build my normal art brand on top of this. As a way to make more income as well as make things more interesting for me, I took to both trying to sell my art as well as Vtubing. I have been learning the hard way just how difficult it can be to BUILD that branding and audience though. It takes alot of constant interaction, which, due to the lovely thing that is also making learning code hard (thank you neuro-spicy brain), i also have difficulties remembering to keep on top of. Ive made it a goal this year to combat that by actually posting SOMETHING, even when I have nothing to post in terms of art. This could be posting a question for the day. Sometimes i break immersion and post about things im working on or doing IRL (currently its a cosplay). Also, sometimes posting work in progresses rather than waiting to post the finished work. The last and most difficult challenge of all is deal with burnout. I have had bouts throughout many of my projects where i do something for so long, for so many hours, that i just dont have the drive to do it anymore. I have started limiting myself to only working for a few hours a day and give time to myself to do other things. I have learned that just giving myself a break (GASP, i know, its unheard of in this field sometimes) has really helped to combat the burnout and actually makes me want to work on my projects. I also just settled on not forcing myself to do things i dont absolutely LOVE to do. An example is i have now limited my production of fanart pieces because i am learning i like to draw my own designs vs trying to force myself to do fanart for the views and sales. Mixing up what im working on has also helped to combat the ever looming burnout monster. Working on art one day, script writing another, taking a break to explore different indie devs works, working on code. It may make my projects take longer to complete, but it makes it so i still WANT to work on these projects.
4.Are there any particular creators who have significantly influenced your style or approach? How do you incorporate those influences into your own unique voice?
My biggest inspirations are my inspirations not just because of the work they produce or their style, but because of the impact and love they have for their projects and their work. My two biggest inspirations are Qinniart for my art pieces and Toby Fox for dev work. Qinni’s influence is not only in my style, Slug is heavily influenced on her work with the aquatic life and night sky motifs, but also in the determination and stories behind her work. I have taken that message to heart and I use that to tell stories through my art work. Every piece i make, i try to tell some sort of story with, even down to the characters i make. I try to make it known what a character’s backstory might be just from their design alone. With Toby Fox, i am really inspired by his approach to story telling. In his work, you are made to really FEEL something from each and every character he breathes life into. Undertale is one of my biggest inspirations and the reason i chose to pursue a more visual novel/heavily story based game over just making another random mobile game for someone to get bored of after a week of playing. I use both of their influences to weave my unique twists on characters, art and story telling.
5. How do you navigate the balance between staying true to your artistic vision and adapting to feedback from your audience or collaborators?
I take each bit of feedback to heart usually, I’m a sucker for it. However, though being in communities like GDU, ive learned to identify when feedback is constructive VS when it is malicious. I take audience suggestions alot on how i should go about naming things, what i could do better in when it comes to vocabulary and dialogue. I take suggestions on what inspirations i should use for a character. However, i also have a very specific style and idea for how i want my work to look and be perceived. I make sure to incorporate myself into all of my pieces, even when others may not like it. I’ve learned to not run by the “customer is always right” motto and instead take on more of a “If my work is meant to be seen and enjoyed, then people will find me” approach. I take the suggestions when need be for technical aspects, but when it comes to how i want my art to look, how i want my characters, how i want the feeling to go. I listen to my heart on that one, and i know there will be some sort of audience who will appreciate those things.
6.Can you recall a memorable success story or milestone in your indie creator journey that stands out as a turning point for you?
I already mentioned Ludum Dare in question 2, but another standout moment was back when i first started streaming. I has just really gotten into streaming, it hadnt even been a full year, but i was fast approaching applying for affiliate on Twitch. For the first time, People were actually truly seeing and engaging in my work. I had viewers who were actually coming back and were excited to see me work on things or play games on stream. It was this little spark that was a true turning point in my drive and determination to actually build SeaSlugStudios. It was something that i had just tossed around, but people in my life up until this point had deterred me with the “most artists are starving artists” and the “art is one of the hardest fields to make a living in”. I had been torn down, and i was at the point where i started to believe them. I wasn’t going to make any sort of living, no impact on people. I wasn’t going to be able to get the chance to tell my stories and have my work reach the masses. Getting that close to affiliate and having even that smallest bit of a community starting. That was the biggest milestone and the nail that held onto that last thread of hope. While i still haven’t gotten affiliate, thanks to my computer power supply blowing up on me and having to go on stream hiatus for almost 2 years while trying to find a computer that could handle the streaming process, i am slowly working my way back toward that goal and milestone. I take that milestone from 2021 and i run with it.
7.What role do setbacks or failures play in your creative process, and how do you overcome them to keep moving forward?
Setbacks and failures have just added fuel to my fire. There have been many times of frustration as ive mentioned in previous questions, but i have taken them, eaten them like candy and pushed forward. I’ve taken my time to let them soak in, taken what they have taught me, and applied them to every bit of my projects. Alot of my setbacks come from Burnout like i mentioned earlier. Burnout is a monster that i think every creator has to deal with at one point or another in their lives. Sometimes this burnout can consume and leave a creator lost for a long time, months, days and sometimes even years. Setting goals has been one big help, dividing my time, taking breaks even when i dont want to, and finding a good support system even if its just one person to have your back during the trials and tribulations of working in a creative field. Ive learned these are some of the things that have helped me move forward. Also, Proving every person who has ever doubted me WRONG, its such a nice feeling.
8. How do you manage your time and energy to sustain a consistent creative output while juggling other aspects of life?
I am currently in a situation where I can work on my projects without having to juggle other work. However, i do have a child, and ive learned that setting aside just a couple of hours in the day, sometimes thats one, somedays its 3-4. Just putting in SOME form of time makes me feel like ive accomplished enough. My normal time frame is when my little one takes a nap, that amount of time is just enough for me to keep some sort of constant flow on my work.
9.Have you found any unexpected joys or rewards in the indie creator community, and how has it contributed to your overall experience?
I know i keep mentioning them, but god has the Game Dev Underground community done so much in giving me joy in the work i do. I’ve been able to make some connections, get feedback from people in the same fields as me. Just being in this small pool of the game dev community and made me really happy to be apart of it as a whole. I’ve also found alot of unexpected joy through the vtubing and streaming community, especially the art streamer side. Many of the people in this community are just so genuinely sweet and they want to see you improve and grow. They are always rooting for me as well as many other artists on their journeys to expanding their own art brands and exploring their own art styles. I’ve been able to be apart of secret santa events, game jams, and collaborations i never thought id ever get the chance to be apart of with these communities.
10.If you could give one piece of advice to aspiring creators, what would it be based on your own lessons learned?
Don’t be afraid to put yourself out there. Whether that be participating in your local creative events and communities, getting involved in that stream chat, hitting that live button for the first time, or taking that class to help you improve your skills. Take each opportunity as a chance to learn and grow as a creator. These things can also help with networking. Don’t be afraid to take feedback, i know, it can be daunting and people can be mean sometimes, especially on the internet. There are people who are willing to give you genuine feedback and help you with improving your work overall. PRACTICE!!! I know people say it all the time but i really mean it. Practice those poses, practice that code, practice that silly stupid stuff that may seem like it doesnt matter. Practice really does help make things better. If you told me 5 years ago that id be able to draw a chibi correctly, i would have laughed at you. If you told my high school self that i had even ATTEMPTED to code? I wouldnt believe you. PRACTICE! And finally, take breaks, take time to yourself every once in a while, take that dang shower you’ve been putting off for 2 weeks cuz you HAVE to get this thing with no deadline done. Spend some time with friends and family. You might not have a long time with some of them. There is a literal word in parts of the world for unaliving yourself from overworking, dont let yourself be one of those numbers and stats. You will get that project done eventually and people will love it, but it shouldnt come at the cost of you.
11. What are your thoughts on All Ages of Geek? What are some things we should change/do? What are something you enjoy about our website?
I’ve only just discovered yall because of the nomination from my friend. But i really like how you have more than one type of interviewing style, Blog, video and podcast. For those that are too afraid to talk out loud, those who have certain disabilities that make it hard to perceive and take in info. You have options for those people. I love the flow of your website and that its not overbearing on the eyes. Even with my brain being the way it is everything is still pretty easy to read.
12. Goals for 2024?
- Complete my Slug Moth roster
- Complete my character designs for “Love Has A Deadline”
- Make one sale on my merch
- Finish the first draft of my dialogue
- Get my name out there more, participate in more events and collabs
Socials link: SeaSlugStudios | Twitter, Instagram, Twitch | Linktree
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