Development journey: travelers Refrain

These are the show notes for the interview with Nik Hagialas watch the full interview here

🎮 The Game & Studio

  • Traveler’s Refrain is a story-driven 2D indie game, launching after 5+ years of development.

  • Nik is the co-founder, lead artist, and co-designer of the game. His business partner handles programming.

  • The game is developed by a 5-person indie studio, supported by publisher Indie.io.

  • The team includes: 3 artists (including Nik), a programmer, and a musician/sound designer.

🚀 Development Journey & Process

  • The project started after Nik lost several freelance clients at once, prompting him to pursue his long-held dream of making a game.

  • They began with a demo project to get experience and eventually developed a fully playable prototype, showcased at Steam Next Fest.

  • Publisher support came after proving the game’s fun factor through a working build — "credibility comes after playability."

🎨 Artistic & Creative Vision

  • Visual direction was built around Nik’s existing 2D illustration style.

  • Early story concept: a struggling musician enters a mystical forest to find a lost love.

  • The main character's design (inspired by metal musicians) sets the tone for the game world — including hand-drawn animations with expressive details like bags under his eyes.

  • Character design led the aesthetic and influenced the overall visual direction.

🔧 Technical Tools & Constraints

  • Developed using Unity, chosen for its accessibility to 2D artists.

  • Nik learned coding basics through tutorials (e.g., GamesPlusJames on YouTube) and encourages artists to at least understand basic programming.

  • Used Photoshop for frame-by-frame animation and built custom tools (e.g., for distributing foliage using splines).

  • Tools like Discord, Google Drive, and Spreadsheets were essential for team collaboration and project management.

🔁 Creative Strategy & Efficiency

  • The team emphasized practical design decisions:

    • Used 4-directional movement to halve animation workload.

    • Avoided complex animations or visual ideas that would be too resource-heavy in 2D.

    • Limited design iterations to reduce time — “early versions had to be good enough.”

  • Burnout was managed by rotating tasks (e.g., switching from animation to scripting or level design).

💡 Lessons Learned

  • Nik realized he could push himself much harder than expected, even balancing new fatherhood with game dev.

  • Emphasized the importance of tool efficiency — wishes they had optimized the pipeline earlier to save time.

  • He encourages artists to create small projects and sell something — even if just a comic or print — to learn how to market and present themselves.

🎯 Advice for Aspiring Indie Devs

  • Don’t fear starting late: Nik was 34 at launch; other devs succeed later in life.

  • Small, finished projects matter more than ambitious, unfinished ones.

  • Focus on learning the pipeline — from ideation to distribution — to develop both creative and business skills.

  • Ignore AI fear-mongering: “Just keep making stuff.”

🔮 Looking Ahead

  • Nik already has new game ideas brewing, but is waiting to finish launch and gather feedback before committing.

  • The team is considering future projects based on this game’s universe or new smaller-scale titles, depending on performance and resources.

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