It all started when I was working at the SUTD game lab. A small group of game developers embedded into a university. Making games and grooming the next generation of developers.
Life was hard. Nobody believed in us, not the other departments, not the students, not even our direct boss. We were young, eager to impress. “I want to make the next big thing!!” echoed in all out minds. Management wanted us to make something small, quickly, preferably for mobile. We wanted to go big, or go home. We insisted. We made One Upon Light.
The year was 2013, we have our prototype readied. Brought the little game down to Casual Connect and wow the audience with our short little demo. “This will work on mobile!” they said. We rolled our eyes.
October later that year, a couple of us went to Shanghai, representing the team for GDC China. Our baby was nominated as a finalist. The locals enjoyed the game. At the end of the event, One Upon Light was 2013 IGF China Best Game. It was unexpected. It gave us the additional boost we need after fighting so long with so many to make this game.
Early 2014, management wants the game done and soon, cite insufficient funds. The game is nowhere near the finishing line.
I left the SUTD game lab, together with 2 other developers to help with the funding issue. Set up Blu3bird Games, and One Upon Light was outsourced to my “company” for completion for the Playstation 4. The other 2 who left, Justin, a designer, and Simon, an artist, worked with me from home to help finish the game. Yunn, a programmer, stayed at SUTD game lab, split himself to handle both work from the university and development for One Upon Light. We were surviving on savings, promised a share of the revenue if/when the game goes on sale. It was tough.
Late 2014, One Upon Light came out on PS4 for the Asia regions. 2015, it went on sale for the remaining regions for PS4. And recently, it finally got onto Steam.
http://store.steampowered.com/app/394830/