Video Gamers Podcast - The Solo Dev Diary [Remastered] - Gaming Podcast

Episode Date: September 18, 2026

Video game development is a massive challenge, but how does one person develop an entire game? Well in this gaming packed episode we find out! Does a solo dev do every aspect or do they lean on others...? What are the challenges and the joys of it? Can you get rich if your video game gets popular? Join us as we chat all things solo development with Emily Sondering who is an accomplished developer with a great social media presence and a can’t quit attitude. It’s another awesome video game episode from your favorite gaming podcast! Thanks to our MYTHIC Supporters: Redletter, Disratory, Ol’ Jake, Gaius, Jigglepuf, Phelps, Bobby S, NorwegianGreaser, Dettmarp, DingusKhaaan and NightWizard63   Thanks to our Legendary Supporters: Milkman, Drewsky, Jigglepuf and BadGam3rDad   Connect with the show: Support us on Patreon: ⁠patreon.com/videogamerspod⁠ Join our Gaming Community: https://discord.gg/h2cHKAvSmu Follow us on Instagram:⁠ https://www.instagram.com/videogamerspod/⁠  Follow us on TikTok: https://www.tiktok.com/@videogamerspod Follow us on X:⁠ https://twitter.com/VideoGamersPod⁠  Subscribe to us on YouTube: https://www.youtube.com/@VideoGamersPod     Visit us on the web:⁠https://videogamerspod.com/⁠ Learn more about your ad choices. Visit megaphone.fm/adchoices

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Starting point is 00:00:12 Oh, fellow gamers and welcome to the video gamers podcast. Stardue Valley, braid, Minecraft, Undertail? Some of the most iconic games ever, but they all have one thing in common. They were made by a solo developer. How does one accomplish such a feat? How can one person make a game without the help of an entire studio? Do they truly have to know how to do art, music, coding, and more? Well, we're about to find out in this episode, but first, some introductions are in order.
Starting point is 00:00:46 I am your host, Josh, and joining me, he likes solo cups, Han Solo, and the anime solo leveling? It's right. That's a lot of solos, man. I didn't know where to go on this one, right? I'm going to be honest, man. That's fine. I'm just the lone ranger. Live a solo life.
Starting point is 00:01:08 Those are all great things, though. I have not seen solo leveling, but I hear it's really good. Who doesn't love a good solo cup? And Han Solo, man, he's a scoundrel. Go. Yeah. Yeah. And joining us, she is a solo developer with multiple titles on her resume,
Starting point is 00:01:24 who has shared the joys and the challenges of developing games on her social media. It's the one and only Emily Sondering. Hello. Yes. I'm super excited that you guys have me here today. And what an epic intro. Well, thank you. We try. We try. You know, we got to set the tone of the podcast here. Emily, thank you so much for joining us. We are really excited to chat with you today,
Starting point is 00:01:52 you know, about what it is like to, you know, be the only person making a video game and kind of what is involved in that. We've been doing a series of talking with people from all over the gaming industry, voice actors. We, you know, we even talk to a gaming psychologist. which was really cool. We've talked with animators, AAA Studios, independent studios and stuff like that. But we have not had the opportunity
Starting point is 00:02:18 to talk to a solo developer. And so we are super excited to have you on with us. And if you could, just so our listeners can kind of get to know you a bit more, you've been a solo dev for a little while. You are currently working on a game and you actually have another game that is out on Steam that actually has a really good rating
Starting point is 00:02:38 that I'd love to talk about. a little bit. But can you tell us a little bit more about your prior work and what you do? Yeah. So, hi, I'm Emily. I am a Los Angeles based game developer and game dev creator. You might know me from game dev videos I post on Instagram and YouTube under the name Sondering Emily. I also previously did make a game called A Taste of the Past. It is on Steam and has over 120,000 plays, which was really exciting. That's awesome. And now I am working on my first, horror game, Lily's World X-D. It's the first time I'm going solo, and the premise of the game is you investigate a young
Starting point is 00:03:16 girl's computer. It's set in the early 2000s, so you do things like chat on aim, go through your cringy blog. You have, I recreate friend stir in my game. Everything seems normal until someone realizes you're not Lily. Ooh. Yeah. Creepy, dark things happen. This is awesome.
Starting point is 00:03:38 So we're going to get into Lily's World X-D here in a little bit because I am very curious about what it is like to kind of, you know, come up with the concept of a game, approach it. The early 2000s was a lot of fun. Like you said, you know, days of MySpace aim and all that stuff as well. Dude, yeah, I want to say just watching that stuff and I see that aim window pop up and I'm like, oh my gosh. It's taking me back. Am I in like eighth grade again? Like what is happening right now? Oh, Ryan, you just dated yourself by.
Starting point is 00:04:08 Oh, yeah, no, I know. Yeah, I'm old. So, Emily, is it safe to say that as a game developer that you are a gamer yourself, do you play a lot of games? Is this just a passion that you have for creating them? Or do you actually, you know, are you a gamer? I definitely am a gamer. I feel like it's strange to make games without playing them.
Starting point is 00:04:29 It's like writing a book without reading books or making movies without watching them. I typically play more independent, story-driven. games. I've never been super into AAA, although I do really like The Last of Us. Yes, solid. Yeah, I actually, I, before this, I used to only make cozy games because that was all I played. And then earlier this year, I discovered the indie horror game called Omori, and it blew my mind. Oh, that game is incredible. Yes. So good. And that made me realize the potential of horror to tell a really moving story. So after playing a few other horror games, another notable one I love is called Inscription.
Starting point is 00:05:09 Yep, very familiar with that one too. And I decided why not give my own hand at it? And that's really what led to Lily's World X-D. Go ahead. I was just going to say, that's awesome. My daughter is the biggest Amori fan that you could imagine. She actually went as one of the characters from Amori to the Phoenix fan fusion, which is like Comic-Con.
Starting point is 00:05:31 Oh, cool. So she, like, cosplayed one of the characters. And a bunch of people recognized who she was, which she just. just absolutely loved. So that is a, that is a very popular game for a lot of people. And then inscription is unbelievably good. So that is, that's a really,
Starting point is 00:05:46 those are two very good games. Which character did she cosplay? Because I have also cosplayed and I'm wondering if we cosplayed the same person. Man, all I remember is that she had a wreath of flowers around her head and some, and some like coveralls, like almost like overalls or something. She's like, I know. Yeah, that's, bubble ball. She's basil and then I went as Mari.
Starting point is 00:06:05 Okay. That was it. Yes, Basil rings a bell. And she was so excited. People were like, look, it's Basil. And she was like, yes. That's one of those crazy things when you cosplay and people recognize you. Can I get a picture?
Starting point is 00:06:17 You're like, absolutely. Yeah. That's cool. So, I mean, you mentioned Last Us. I'm a big action RPG guy. I love Last of Us is in my top 10. You know, God of War, Uncharted. All those are big kind of near to my heart.
Starting point is 00:06:33 What is like some of your favorite games in like, as far as like genre-based? Are you falling in love more in the horror genre or are you more action-rpeg? Like where do you kind of gravitate towards with your game kind of play? Yeah, so horror is something that I got interested in over the last year. Before that, I'd never really played horror games. But in terms of what I enjoy in the horror genre, I specifically like psychological horror games.
Starting point is 00:07:00 I'm not a huge fan of like scary monster in the woods or jump scare. I like horror that gets under your skin and messes with your brain and pushes the genre entirely. Outside of horror, I really enjoy heartfelt story games. So basically the opposite. Horror that messes your mind or horror that touches your heart. Or games that touch your heart. So some of my favorite games in the opposing genre would be Spirit Fair before your eyes. It's probably my favorite game of all time.
Starting point is 00:07:32 It's a game that uses your webcam. and every time you blink, it progresses the story. What a cool mechanic. Yeah, it's really cool. So it tracks your eye movement when you play the game. Wow. That's wild. I haven't, yeah, heard of that one.
Starting point is 00:07:48 It's neat when they put in interesting mechanics like that that just change standard gameplay to something kind of unique and different. But I will say like it's more than just a gimmick. It works really well with the story and the message is trying to tell. It's a game about life flashing before your eyes. So that's why there's also the blinking element. But yeah, I would say I also really like management games. So I really like Colt of the Lamb.
Starting point is 00:08:15 That was a great game. That's a game that I really keep meaning to play. I've heard nothing but good things about it. And that's one of those few that has just flown under my radar and I haven't had a chance to dive into it. Man, we got like a hundred games. I know, don't. It's the backlog, man. It's for that never ending.
Starting point is 00:08:31 It just keeps getting added to. Yeah. This is funny because this blinking game, I feel like I just sit there and stare. I'm being like, no, I can't advance you. No, honestly, okay, the thing with the blinking game is that you want to keep her eyes open as long as possible for the game. And so my eyes end up hurting at the end of the case. But then by the end of the game, I'm crying because it's very emotional. So I'm just like blinking and the game just keeps switching because I keep blinking.
Starting point is 00:08:57 That's amazing. So I like that you have like these two opposite ends. of like psychological horror, which is also my favorite kind of horror. I want something to mess with my head. I want it to kind of freak me out. Sometimes it's the things you can't see that are the scary things versus like you said, like just an obvious jump scare or some kind of creepy looking monster or something like that. And then it's funny because you mentioned your love of cozy games and stuff.
Starting point is 00:09:21 And I was like, these are two very different genres there. Yeah. So actually before I got into horror games, I only promoted cozy games on my channel. And then eventually I started promoting horror and I expected there to be a drop off because the audience is now confused that I'm switching genres. But surprisingly, my videos about horror games do just as well as my videos about cozy games. I do think that they surprisingly share an audience, at least from what I see in my own video performance. Yeah. I think people like that kind of difference. You know, it's like let me let me go this direction for a little while.
Starting point is 00:09:55 Okay, I'm nice and relaxed. I've played Animal Crossing and my cozy game and stuff like that. And then it's like, okay, now I need something a little bit different. What can really scare the tar out of me? So, okay, so I want to kind of talk a little bit about what inspired you to kind of become a game developer. So was there a particular game or gaming moment that inspired you to want to get into the actual development of games yourself? Yeah, so the first one is actually, I mentioned earlier, which is the Last of Us.
Starting point is 00:10:32 So before that, I thought that games were just about violence or shooting or I thought about like multiplayer Call of Duty, which never really appealed to me. Also, the Last of Us came out when I was like 13 or 14. And so at that point of my life, games were a quote unquote boys club type thing. And it was when I discovered The Last of Us that I realized that games could be such a powerful medium for storytelling. And also, like, Ellie was one of the main characters. girls can play too.
Starting point is 00:11:02 So I got really involved in gaming after that. I was really into AAA at the time and then eventually made my way to indie. I would say another moment that really solidified that I wanted to be a game developer was the game called Night in the Woods. It's a game about a young girl who drops out of college
Starting point is 00:11:22 and goes back to her hometown and realizes it's the same but also very different. And that's actually something that I was going through at the time. I'd taken a quarter off UCLA, and I was back in my hometown, and things were different but the same. And I think that was really pivotal because it was the first time I felt that a game was actually telling my life story. Because The Last of Us, it's very relatable and touching, but I don't necessarily see myself in those characters, and it's also depicting a zombie apocalypse. Versus the Night in the Woods, I felt like it was depicting my life, and it just felt so special.
Starting point is 00:11:57 and I realized that I could use games as a medium to tell the story of my life or dreams I have or things that scare me or just, you know, it could be used as a vehicle to express myself. I love that. You mentioned Spirit Fair earlier and we had one of us play Spirit Fair a while back. And again, it was a that kind of relatable, you know, people are going to find things that relate to them. I've heard of the, it's a night in the woods, right? Yeah. Yeah, I've heard of that. I actually looked into that at one point because I was kind of like, man, I need something to play. And then I didn't wind up picking that one up. But I know that one's very, very highly rated for the story that it tells, which can, I mean, really resonate with people. And, you know, you touched on something too where I think you're right.
Starting point is 00:12:43 I think a lot of times people hear gamer and they think Call of Duty. They think shooters. They think, oh, well, you just like, you know, running around like pretend murdering people and stuff like that. And it's like, there is so much more to the world of gaming than people realize. And I love when we get the examples of a story that touches people because, like, let's be honest, like, I love a good movie, but no movie will ever come close to the interactivity that gaming does, you know, and where you are, you are the character. You are literally experiencing that story firsthand and things like that.
Starting point is 00:13:20 So I love the fact that people are pushing the boundaries of storytelling when it comes to gaming. I love a good action-paced, chaotic game. But at the same time, I also really love that deep, like, man, this made me think. Like, you know, this, like brought a tear to my eye kind of game too. Yeah, I would say from a young age, I knew I always wanted to tell stories. But I was never sure of what medium. So in middle school, I would make these cringy short films. in high school, I was really into poetry.
Starting point is 00:13:52 And in college, I thought maybe briefly I'd work in entertainment. I entered at NBC, realized it was not for me. And it wasn't towards the end of college that I thought, you know, I've always loved games. Maybe I should try making them. And that's when it really clicked to me when I started making games, that this was the medium for me. And I think it really is about what you touched on, which is the player agency. I think it's so cool that instead of just admiring a character or watching, watching them on a screen, you are the character.
Starting point is 00:14:21 You make decisions as if you were the character. And I think game design can be really interesting in what it allows the player to do, but also what it doesn't allow the player to do to tell a specific story. Yeah. No, I love that. And I think we're seeing more and more examples of how people tell stories differently, whether it's through the experience, like inscription, inscription doesn't tell you anything.
Starting point is 00:14:43 You're just in a cabin with some creepy guy playing cards, you know? but we see a lot more of that kind of immersive storytelling. A game that I mention all the time, a game called Outer Wilds does that, where you have no idea what's going on, but by the end of the game, you just kind of sit back and you go like, oh my gosh, dude. Like I learned all this stuff just from playing.
Starting point is 00:15:04 You know, it wasn't this big exposition dump or, you know, a two hour long cut scene that was kind of telling me everything that I needed to know on that. So I love it. I can't wait to hear a little bit more about Lily's World X-D. But before we get there,
Starting point is 00:15:19 we got to kind of go like, who's crazy enough to want to solo develop a game? I mean, why? Game development is hard enough as it is. We just talk to Bungy, okay? You know, Halo and Destiny.
Starting point is 00:15:33 And they were like, making video games is really hard. And then they have hundreds of people that are doing that. And you are but one person. So what, like, you know what, I'm going to learn how to do all of it.
Starting point is 00:15:50 Yeah. Well, firstly, I do want to clarify. I don't do every, every single part of the game. I consider myself more of a mostly solo dev or like a solopreneur. Because, for example, like I hired someone to do some of the sound effects. While I am doing a lot of the art, like a couple of things here and there, I've contracted. And I've also had someone help me code a couple parts of my game. But in terms of like what, you know, I would say the game is vastly solo developed.
Starting point is 00:16:16 And in terms of what led to that decision, so before this, I've worked in teams for every game I've ever made. And I was working on a game, and it never ended up coming out. End up being canceled. And I was reflecting on some of the failures of that project and why it failed. And I actually started Lily's World X-C as just like my escape from that project I used to be working on. And the main reason I did it solo was honestly, it was just such a weird niche idea. I figured no one else would want to work on this except me. But ultimately, I actually have found a lot of joy in solo developing.
Starting point is 00:16:55 Before this, I thought it would never be for me, but I'm really enjoying it. I think certain things that I really like about solo dev is actually how fast moving it is. So I thought that working with a team would be faster because you don't have to do every single discipline. Right. Yeah. But for example, in the game that I was working on, let's say we want. wanted to do a design for the main character. We would have a concept artist do 20 variations of that main character design. And we'd be like, okay, we like the eyes of this one and the ears of that one and
Starting point is 00:17:25 the clothes of this one. And then she'd have to do like five more designs based off her preferences. And then this process could take a really long time. Versus for Lily's Road X-D, I'm the only artist or main lead artist, right? And so I thought, okay, um, you know, I'm not going to, you know, I approve everything. I don't have to go through all these rounds of feedback, and it actually can leave to creative solutions. So I do enjoy doing art,
Starting point is 00:17:51 but I didn't want to do all the art of the main character, so I came up with the creative solution to use my face. So Lily's World XD uses real pictures of the young girl, which are of me as a teenager. And so in a weird way, even though I'm doing everything, the process of approval is so much faster, because it's like, hey, Emily, do you approve this? Yeah, I approve that.
Starting point is 00:18:11 I can just finish it actually a lot faster, surprisingly. And I think like one big benefit is that, you know, I could do play testing so much easier because it would take so long in my previous team to even get to a place where we felt comfortable enough to have others play the game and then give their feedback. Then of course, we have to iterate on the feedback. But for me, because I'm just deciding it all, I can have so many more rounds of feedback because it's, you know, build feedback, build feedback, build feedback. Like it's so much faster, actually. And I think actually the game is turning out better because I can just rely on player feedback rather than getting in like five.
Starting point is 00:18:47 I remember in my old tune, we had this like three hour debate over whether a chicken should talk. Oh, no. Oh, no. I get that. I worked for a big corporation for like 16 years. And it's one of those things where you're absolutely right. And I don't think gamers think about this. When you are solo developing a game, you can just do what you want.
Starting point is 00:19:08 You don't have to pause and wait and say, okay, well, now I have to send this over to creative. and that get creative to sign off on it, you know, and that kind of thing. So it's really neat that you said that because I personally, as a lifelong gamer, have never thought that that could actually be a benefit to how fast you can actually get something done. Yes. The con is that you do freaking everything. Yeah. That is the downside there.
Starting point is 00:19:32 It's like, oh, you want this done? Guess who's doing it? Yes, it's going to do it. Yep. That's the thing. You get just so much flexibility and you avoid all that red tape when you do it yourself. Again, like you said, though, you know, you're the one doing it yourself. I work solo.
Starting point is 00:19:45 I work for myself. And sometimes it's really good. Sometimes I'm like, man, I should really get somebody on board to help me. But, you know, so there's obviously, you know, as you well know, there's a lot of crazy aspects to design in the game and a lot of work that's involved. How do you go about, like, deciding on these people and picking what parts to kind of sub out to get that little bit of help to alleviate some? pressure from you. Yeah, so in terms of like music and sound effects, I've never done that in my life
Starting point is 00:20:16 and I know I would suck. So that was an obvious one to contract out. That's smart. Yeah. And I have been working with a programmer to help, like, they have helped me code a couple of the things in my game. So in my demo, there's going to be a dress-up game. They coded that. And then they also helped me code the tab system in my game because the game takes place in a computer. So like how the web address works. And that's actually a very interesting story of how I met my programmer. So, last year I went to the game developer conference and my flight got really delayed because of a storm and so I was just sitting at the airport and then this person goes are you saundering emily and it was someone who actually watched my videos so we had this like two hour conversation at the airport and we
Starting point is 00:20:57 both live in l.A so many many many many many months uh passed and i so little this world xd is actually how I'm learning how to code before this I've never coded. So as you can imagine, I suck. So in my Discord, I had this problem and I was like, hey, does anyone know how to code this? So I had various people try to help me. And every person made some progress on the issue, but didn't solve it completely. And then eventually this person, Kirk, who had met me at the game developer conference so many months ago, was like, do you want to just give me access to your project?
Starting point is 00:21:34 And then the next day just did it all themselves with no, just like, just took that initiative. I was like, wow, do you want a job? This is your job interview. So I literally offered them the position right then there. And ever since they've been helping me with small tasks and also helping me bugfix, which is truly the most painful part of my game. That being said, I am still programming my game, unfortunately. I did not.
Starting point is 00:22:00 Yeah, I'm still working on that. I was so prior to you know you coming on the podcast I was actually checking out like some of your your stuff because it's very curious about you know how you how a solo developer goes about doing that and one of the things that I noticed especially that you post like on your your social media platforms is the kind of journey that you have taken with learning all of this stuff you know you talked a little bit about you know design and art to a degree learning some of the coding that is involved in that and I think that that to me is one of the most impressive things is like seeing somebody saying,
Starting point is 00:22:36 listen, I have this, I have this goal. I want to be a game developer. You know, I will, I will certainly contract out music. I am not musically inclined at all. So that is something where I'd be like, help me, please. Somebody help me. But, you know, you tackle all aspects, you know, of game development. And you kind of share that journey with people, which I absolutely love.
Starting point is 00:23:00 And again, you know, as a lifelong gamer, I kind of got enthralled in some of this like, oh, man, yeah, I saw your bug fixes video where you're like, this is the most frustrating thing in the world. Like, ah! And I love that because it's like, as gamers, we're very quick to notice bugs and things like that. But I think a lot of times we don't get to see the behind the scenes where something that would appear small can be the most frustrating thing in the world to go, why is it this working? So did you, are you just self-taught on everything? Did you go to school for some of this? Like, how did you get the skills necessary to tackle this? Yeah, so I am self-taught on everything.
Starting point is 00:23:43 I did go to college, but I went to college for English, which is, I mean, technically I do. There's a lot of narrative in my game, but when I went to college, it was more for analyzing literature and not very much creative work. So I actually feel like I didn't really gain a lot of English skills from, attending university. So I will thank UCLA though because they have a game development club and that's what led me to making games. So in that they have students kind of teaching each other. So in that way, I definitely got a lot of mentorship. But I've never taken a course. I've never paid to learn anything. If I don't know how to do something, I Google how to do this on YouTube.
Starting point is 00:24:26 Yeah. All the things you can learn from YouTube now. So I started just doing writing and games because that's all I knew as an English major. And then slowly I got to designing them. And I actually worked briefly for a mobile game doing some community management, writing, and design. And that's actually how I got. I actually, so before I became a full-time indie game developer, I actually also worked at Meta for a while. And I actually got that job at Meta because they saw me design for a mobile game. And they thought, oh, maybe you could design a mobile app for us too.
Starting point is 00:24:58 So I just got into that more naturally. And then in terms of other aspects, UI design, which is a huge aspect of my game, I just taught myself how to use Figma. In terms of unity, I also just taught myself. I mean, coding, I had one friend. I was like, you know, about eight months ago, I was like, I need to learn how to code for this game.
Starting point is 00:25:18 And I have a lot of friends who code. So I asked one of my friends to just come over and give me like a few coding lessons. And I just go, great. I'm going to figure the rest of the game. of it out myself and that I just Googled a lot. I love that. I mean, it's, it's, you know, my kids are younger.
Starting point is 00:25:36 They are, you know, we homeschooled them. And one of the things that homeschooling teaches you is figure it out. If you don't know the answer to something, figure it out. Yeah. And it is crazy to me that we live in a world where you can figure out just about anything. If you are, you know, if you're passionate enough about it. I mean, you know, my dishwasher broke, you know, a few months ago. And it was like, I just.
Starting point is 00:25:58 Google dishwasher not filling up with water. And before you know it, somebody's giving me a step by step video on how to fix the dishwasher, you know, and it's just like, but the fact that somebody can say, hey, I want to get into game development. I need to know how to code. I mean, Unity, right? Like, it's gamers. Yeah.
Starting point is 00:26:14 I would not know the first thing on how to use Unity, but you're looking it up going, hey, you know, there's people out there that can teach me the basics of using Unity and then you're developing a game with. that knowledge, you know? Yeah. It's really impressive. So it's one of those things is if there's the willingness to learn, the information is out there with the web.
Starting point is 00:26:37 Right. We have just the biggest library you could ever imagine with step by step videos that show you everything you need to do. And so there's no excuse not to have the ability if there's the desire. So that's so cool. I mean, gosh, to me, I picture it as like you're looking up at the top of Mount Everest and you're by yourself because you're a solo dev and you're like, yep, I'm going to go climb that mountain. Let's go.
Starting point is 00:26:59 Yeah. I will say so I get a lot of people asking me, oh, what should I major in in college because I want to make games? What course should I take? And I was like, I literally didn't do any of that. I just YouTube University was the way I learned. Yeah, that's amazing. So one of the things with being a solo dev or an indie dev that we have seen, because we talk to a lot of them is, you know, one of the biggest challenges for a developer is just getting name recognition out there. You know, I mean, we have a lot of indie devs that reach out to us that say, hey, can you talk about my game, you know, or something like that? And, you know, even in the podcast world, right? Like, you know, we try to get that exposure, right? You know, if people can
Starting point is 00:27:41 find you or learn about you, you kind of have a leg up on things. And you have, you're in this really neat place where you have a really neat, an established social media presence that I think is, number one is a challenge in and of itself to kind of build up a social media presence. You know, with my career and then with this podcast, I have definitely, you know, tried to focus on some of that. And then I just go, this doesn't make any sense to me. Like, you know, so, but you've done it. You know, I mean, you have a very large following on Instagram. You know, you've put out a lot of videos and things like that. So I want to just kind of touch on that for a minute because we do have a lot of indie developers that listen to the show and they've been learning a lot from this.
Starting point is 00:28:29 So how, like, you know, was there a moment when you were developing your social media platforms where it took off? Like, was there a moment where all of a sudden it was just like, oh my goodness, like, you know, everybody is finding out about me. Was it more of a grind over the years kind of thing for you? Like, I'd like to just kind of talk about that a little bit more on how you managed to build that up and what, you know, your kind of idea behind that was. Yeah. So I guess to tell the story of how I got started on social media, a few years ago, I made a game called The Taste of the Past and I wanted people to play it.
Starting point is 00:29:05 So I thought, okay, short form video is popping up and so I should make some videos promoting the game. So I asked people in my team, who would like to contribute to making videos about a taste of the past? And everyone said, not me. So I was the one who had to do it. And I saw it as the biggest chore in the beginning. I hated it.
Starting point is 00:29:27 I resented it because, I don't know, I just like to sit in bed and be relaxed. And, you know, in the videos, I have to pose weirdly and wear outfits and just, it felt very unnatural to me. And I did not like it in the beginning. A lot of people ask me, you know, like, how did you get started? It's just like, I didn't want to get started. I was forced into getting started. So after a while, I realized that people weren't just interested in my game. Some people were like, oh, well, you know, you're the developer.
Starting point is 00:29:54 How did you do this? How did you do that? So for the first few months, I grew a small audience on tech talk by answering questions like, you know, how did I get started making games? Advice for beginner game developers. And eventually I thought I should post one of these to my Instagram. My Instagram had 800 followers at the time. It was just friends, coworkers. It was more just to show them that I had been working on this thing. on this thing. So I reposted one of my videos and then that video got two million
Starting point is 00:30:26 views. I gained 6,000 followers overnight and in three months I gained 50,000 followers. Wow. So it was like I guess slowish in the first few months and then it was like explosion and I learned to like making the videos. I should say eventually I stopped seeing it as it's sure and yeah I'm in this extremely fortunate position where I think for a lot of indie developers, getting that first initial hump of recognition is very difficult because there are so many games coming out, so much competition. And I think because of my social media following, it does really help that I have already a built-in community who is excited about my game. But that being said, you know, it doesn't guarantee that my game is going to sell
Starting point is 00:31:12 a lot of copies or that people are interested. But it really has helped me get a gauge about if my ideas are in the right place. So actually, for the Lizzie, This is even before I knew the title of the game. This is before I had any official art, anything. I just had the idea. I've always been fascinated with games that take place in a limited surface. So, for example, I made a game about a couple years ago about that takes place in a phone. So I had this idea, oh, I should take place in a computer.
Starting point is 00:31:41 And I'd really been getting into horror. So I thought, okay, a horror game that takes place in a computer. You know, I was coming up with some of the ideas, right? So I made a video just saying, hey, I have this new idea. I showed off some of the early designs I had looking back. They were so ugly. I don't know why. I felt comfortable sharing them.
Starting point is 00:32:00 And then that video got 2 million views off just like a couple of really, really, really, ugly designs and just an idea. And that's what validated to me. Whoa, like this idea has legs. And I think that's one big benefit because for a lot of people, they actually have to make the game and then see if there's interest. I just made a video. And I already know that, hey, there's an audience for this idea.
Starting point is 00:32:22 That's, I mean, what a really neat way to kind of use that as a, like a test, like you said. You know, if I throw something out there and people go, eh, well, then maybe that's not worth pursuing. But if I throw something out there, even if I'm not necessarily like, you know, I haven't decided to pursue this yet, if you get two million people, they'll go, yeah, that sounds like a great idea. Then you kind of go, well, wait a minute, maybe I'm on to something here. Maybe there's something, maybe there's a little bit something there that I need to explore a little bit more. That's so cool. I mean, like, even with us, you know, with the, I say we would consider ourselves a successful podcast. But there's, there's so many out there.
Starting point is 00:33:00 And you just have to kind of put out that content and see what sticks and what, like you said, has legs that can keep going. So, you know, in this crazy explosion, I'm sure it was a whirlwind of, man, these people really like this. This is kind of something I wasn't expecting. Was there any cool, like, what was your favorite moment out of all of that, you know, something, a crazy interaction or something you got to do? Like, was there anything unique that stood out to you? I think one really awesome moment in my development is my game was showcased in the OTK Games Expo, which is run by that popular streamer organization, OTK.
Starting point is 00:33:36 And so for that, I actually got to come in person and answer questions about my game. And I think there were about 50 games that were showcased. And at the end, they had 10 or five developers win $10,000. And then the top voted game would win a custom PC. And I won the $10,000 and the custom PC. What? What? And it's beautiful.
Starting point is 00:33:58 I was like, whoa, people really like this game. That's a freaking cool moment, man. That's, yeah, that's perfect. That's like, that's top tier right there. Yeah. Oh, that is awesome. So 10 grand and a custom built PC. Yeah.
Starting point is 00:34:10 And they would decorate it with the art of Lily's World X. I haven't gotten in the mail yet, but I hear it's coming. But still. How cool is that? Yeah, that's really cool. If anyone ever tries to give you any gruff, you can just be like, did you want to showcase in a free gaming PC? Yeah.
Starting point is 00:34:25 Yeah. That's amazing. Okay, well, I was going to say, we've teased Lily's World XD long enough. I really would love to kind of know more about this because, you know, obviously this is the passion that you have right now. You've been working on this world. How long have you been working on it? About eight months, which is crazy to even think that.
Starting point is 00:34:43 it's been that long. But there's also so much love to go. Yeah. I feel like that's the thing with games is it's like I'm not close to this, but then at the same time, it's like you're constantly working on it. So, you know, I guess the, I just want to know more. Like the floor is yours. What can you tell us, you know, give us the 30 or 60 second kind of synopsis of Lily's World XD. Yeah. So the idea for it came out of watching horror YouTubers, like what happened to Reddit user R slash da-da, or like the creepiest, dark mystery. And I always had this idea, what if you were the person investigating that mystery for the first time?
Starting point is 00:35:21 Or what if you were the subject of that mystery? And that's what really spurred the idea of Lily's World XD. You find this young girl's computer, and at first, everything seems normal. It's very girly. It almost has like a kitschy aesthetic. You talk to her crush. You get, you know, you learn the inside jokes with her best friend.
Starting point is 00:35:41 But eventually, you find mess. addresses addressed to you, the player. So it has fourth wall breaks. And you really dive deeply into this story about Lily's life and what has happened to her. I would say to compare it to any similar media. If you like the substance, you would definitely like Lily's World X-D. It talks a lot about beauty standards, growing up, teenage angst, being chronically online. It is definitely a weird game.
Starting point is 00:36:11 but if you're down to get weird, you should play it. Yeah. We always joke in my family that if you're not weird, then you're boring. Yeah. You want to get weird. So, you know, and again, I don't, you know, I've watched some of the videos that you've put out about the game and kind of the preview trailer and stuff like that. These, I have zero firsthand experience, but it almost reminds me, are you familiar with a game
Starting point is 00:36:34 called Her Story or Immortality? Yes, I actually am. I have been compared to that game. I've played both games, by the way. And I enjoyed both. I would say like that game was not the like main inspiration game, but I really do like that. If I were to point to like a main inspiration game,
Starting point is 00:36:50 it's probably either Simulacra or Emily is a way. Ironically, I know the name the game is called my name. Simulacra is a horror game that takes place inside a phone. And Emily is a way is a narrative game that takes place entirely inside of AIM. Oh, that's really neat. See, I've not, we have a really good friend of ours that used to be on this podcast that absolutely loved that kind of genre of like the, and again, I have no first-hand knowledge,
Starting point is 00:37:14 but almost like that discovery aspect with like immortality where you're looking through these clips of games or her story, I think, is very similar in that way, where it is kind of, the premise is the more you dig, the more you kind of put this story together kind of thing, which always sounds really neat. And I love when people come up with these like unique angles for that kind of stuff. You know, you mentioned it in the beginning of the episode where, you know, you've really kind of found this like this neat juxtaposition of like going from cutesy game to psychological horror game. And I think that absolutely is visible in Lily's World XD with like parts of the game like you said are very cutesy. You're looking through this girl's laptop.
Starting point is 00:37:56 So of course she's got, you know, a dress up game and, you know, everything's, you know, these cute colors. and then all of a sudden it's like, wait a minute, then there's this moment of darkness in there. So is that you like coming through into your game? Like is that your personality, you know, kind of being, you know, like on display there with your tastes in gaming? Yeah, I would definitely say that every game I've ever made in my life
Starting point is 00:38:21 is a self-insert for myself. And in Lily's World X, I guess it is a literal self-insert because my face is in it. But it's also a metaphorical self-insert. So for example, you know, Lily talks about things that she liked in the early 2000s, and those are all things that I also liked. She talked about insecurities.
Starting point is 00:38:39 Those are the insecurities I had when I was a teenager. For me, it was really important to actually put myself into Lily, both like physically and mentally, because, you know, when I was a teenager, I felt very misunderstood. I felt othered. I felt, I don't know, I just, I never always fit in. And I think that that,
Starting point is 00:39:02 that's what I want this game to be, to have teenagers play it and feel like it's okay to be themselves. It's okay to have weird niche interests, and it's okay to not look a certain way. When, I guess to get a bit deep here, I grew up in a mostly white area, and I was definitely made fun of for looking Asian. I felt super ugly because I was Asian, and it wasn't until college I realized like, oh, wait, I'm not ugly. I just, people were just racist. And that is a very similar struggle that Lily goes into as in like not feeling beautiful, feeling these societal pressures that she has to look a certain way. And the game is about like strong female friendship and valuing oneself outside of just appearance. That's why it's very similar to the substance if you've seen that movie.
Starting point is 00:39:52 Oh, definitely. I mean, it's cool to see something that, honestly, too, that it's what's exciting for me is that it's, It's something that's been created that only honestly could have been created in this time frame because going back to your younger days and with aim and that, like, you couldn't create this game in any other era. So it is almost like a timepiece. And it's like a time capsule that, you know, encapsulates your world and your life and your story. I mean, that's what seems so cool about it for me.
Starting point is 00:40:24 What for you, is it just like the storytelling? Is it how you approach it? Like, what's the most exciting thing of this game for you? Yeah, well, I was really excited to recreate an early 2000s internet. I know it's very ironic, but I actually do not enjoy the internet now. I am a content creator, but I don't like Instagram. I don't like TikTok. I don't like Twitter, you know.
Starting point is 00:40:51 I feel like, you know, all these social medias are becoming very homogenized. And now when you post in social media, it feels more like you're promoting. something I mean hello I am the biggest perpetrator of I am that and it's less about just expressing yourself and I feel like in the early 2000s people would just post to post they would overshare about their lives because they didn't care about stranger danger they would share their art there were poetry and they didn't care if it got a lot of likes or views and I find that really pure and that's what I want to recreate in my game so you know in my game there's old forums, you know, she has a blog that you can read. And it just feels really authentic versus I feel
Starting point is 00:41:35 like the internet now is just so perfectly curated. Yeah. Yeah. Yeah. Yeah. You know, we're old men. And so it's like, you know, I like to shake my hand sometimes at the sky and go like, oh, social media is ruining everybody, you know, but there's also a little bit of truth to that. But then at the same time, I'm on it every day too. Yeah. Doom scrolling away. I can't stop it. So, okay, so one of the things, I mean, as you were creating Lily's World XD and you have this excitement and you have this passion and you're obviously pouring tons of time and effort into this. Do you have moments? And, you know, I guess this kind of touches on, you know, prior work on games that you've had and stuff too where like how do you balance like the stress?
Starting point is 00:42:25 or the nervousness of a game. You know, like, you know, with a taste of the past, for instance, right? You release that on Steam. It's got amazing reviews. So kudos to you, number one, because it's hard to get gamers to agree on anything, much less, hey, this game's 97% overwhelmingly positive kind of thing. But, you know, how do you deal with that? Like, fast forward two years from now, however long before Lily's World X-D is about to get released,
Starting point is 00:42:53 like I can't imagine the nervousness to go like, I've worked on this for three years. What if people hate it kind of thing. So how do you deal with that? Short answer, I don't. Yeah. I'm just nervous all the time. Actually, so a couple of friends came over last night. And one of my friends is like a professional coder.
Starting point is 00:43:13 So I was asking her how to approach this coding problem my game. And so we started playing it. And then I realized that there was a bug that I've never seen before. and I freaked out And I was like Okay let's just you know She tried to fix it We couldn't fix it
Starting point is 00:43:28 And I was like let's just go to dinner But I did her the entire time I was thinking about this bug Oh my God Why can't it get fixed And I know the bug was not The biggest deal in the world And obviously I will get to it eventually
Starting point is 00:43:39 But it was just this nagging Sense in me Why does that error exist in the game When it didn't before Who put that in there It was probably me Because I'm the one working on the project I don't handle my stress well.
Starting point is 00:43:55 That's a good answer. No, I mean, that's a good answer. You know, I, I, I, Ryan, we're very similar to like, we're both a little bit of that perfectionist mentality. And I understand that because it's like, if something should work and it's not working, like, I'm with you. Like, my brain will stew on that. We'll go to dinner and like the whole time we're sitting at dinner. I'm like, I'm just thinking like, what if it's this? Could it be this?
Starting point is 00:44:16 If I try this, that might work. And then you get home and none of it works. So then you're just like, no! And my wife will tell me a whole story, and then I'm just like, yeah, wait, what, what? And I have no clue what anybody said the whole time because I'm running through everything in my brain. Same. But I will say sometimes, like, I remember there's been a few times where I've had a bug and then I was like, okay, I need to not be a disgusting human. I take a shower.
Starting point is 00:44:39 And then in the shower, I think about the solution. And when I come back, the solution comes to me. Shower thoughts are some of the most productive thoughts out there, man. That ureca moment when you fix it. it in your head and then you're like, that's what it is. And then you can run and go fix it. I still got it. I still got it.
Starting point is 00:44:57 Yeah, but I will say like, okay, I don't think this is a good thing, but I do think that my anxiety and obsessiveness is probably what makes the game good because I think to be a solo dev, you have to be very self-motivated, right? Yes. So you need to be that type of person to think about the bug during dinner because it's that important that you fix it rather than take things casually. So I think it's good for the game, bad for my mental. It is, it is interesting. I, you know, my daughters are 17 and 15 and my 15 year old daughter is very much like me where if something is not right, it really bugs her and she wants
Starting point is 00:45:33 to fix it and kind of things like that. And so I've told her like, you know, that perfectionist mentality can actually serve you really, really well in life. Because again, like you said, it really kind of drives you to succeed and things like that. At the same time, it can absolutely drive you very crazy at the same time. So it's like, I've been trying to teach her, like, sometimes you have to just know when to turn it off. But, you know, especially like you said, in game development, I mean, that is part of what drives you. And it says, hey, I want to make the absolute best game I can make. I'm not satisfied with leaving this bug in there, you know, or not having this work the way that I want it to work.
Starting point is 00:46:12 So I definitely think that that can serve you. It's just like you said, it just kind of drives us crazy along the way, too. So as an experienced solo developer, you know, you're currently in the middle of working on Lily's World XD. Do you have any advice or like tips for somebody that might be looking into, you know, developing a game themselves? Like where would you recommend somebody start? Yeah, I should have a lot of advice on this. My first advice is to just start. And what I mean by that is I get so many people asking me questions,
Starting point is 00:46:44 like, what is the perfect game engine for me? Should I make 3D or 2D? And it's like, don't think about these questions. Just pick one game engine, maybe read one article, watch one YouTube video about it, pick one, and then Google, roll a ball tutorial game engine, and then just do that. And that's how you start. When I started making games, I never contemplated what game engine I should do
Starting point is 00:47:07 because the people around me were just using Unity. So I thought, okay, I'm going to use unity. No thought about it. I didn't even contemplate what else I should do. When I decided I wanted to learn how to program, I didn't look into what is the best expensive course. I don't look into getting back into college. I just was like, okay, YouTube University,
Starting point is 00:47:26 I'm going to Google basic unity tutorial, and then I'm going to watch that, and that's how I'm going to make my game. So I feel like more of the doing, less of the thinking, honestly, as a big advice. The second big advice I would say is to make a lot of bad things and be proud of the fact that you made a lot of bad things. I hear a lot of developers want to make the next Stardue Valley as their first game.
Starting point is 00:47:50 And like, yes, I guess, you know, Concerned Ape did do that. Sure. But I'm not concerned Ape. And you, you know, you're the 0.000, 0.001% to be concerned Ape. Concerned Ape was also in a very unique position because he didn't really make money during the production of Star Dube. Valley, he worked either not at all or part-time at a movie theater and get a girlfriend who subsidized his life. So like, unless you are in that extremely lucky camp, which is also the 1% yeah, I'd like that man. What the heck? I'm having everything paid for you and all you could do is
Starting point is 00:48:23 work on your game full time. That's probably not going to be you. But that's okay. I think when I was making games, I was doing a ton of game jams. Game jams are where you make a game from scratch in a short period of time. And yeah, they were bad. And I honestly, didn't care actually like um because i would make them in a weekend and it was bad i'd go okay on to the next one onto the next one and then eventually they got better because eventually i made a taste of the past which actually started as a three day project actually in fact the vast majority of a taste of the past was made in three days all i did was polish it up a little bit add a new scene fix a couple bugs and then that's what led to the steam release which led to so many other opportunities
Starting point is 00:49:05 in game dev. So yeah, be proud of making bad things. Yeah, I love it. I think that's fantastic advice, to be honest with you. I think, like you said, a lot of people want to just shoot for the moon. And it's like, you have to learn how to start with the basics first, you know, before you can do that. That's so awesome. Yeah, I love that.
Starting point is 00:49:30 I mean, you learn so much more a lot of times. I mean, obviously you want to succeed. But when you learn so much from a failure, you're like, okay, that doesn't work. That's off the board. Now I know that I have to go this way. And then as you just progress with that, you keep checking off that list and you just get better and better. And so, I mean, that's so awesome. So with Lily's World XD, I mean, you've been on it for about eight months, you said.
Starting point is 00:49:54 You know, what's next? So you've got hopefully like a release date coming up, beta access, you know, anything like that kind of in the works? Yeah. So in terms of like maybe my next marketing bee, I don't know when it's going to happen, but I do have a demo that will be released publicly eventually. Actually, today is a very exciting day. So I'm hosting my first in-person Lily's World X-D meetup where I'm giving a talk and then select participants will be actually to will be, sorry. I'm giving a talk at UCLA and afterwards select participants will be able to play the demo early, which is crazy. Oh, awesome.
Starting point is 00:50:32 Because right now, I've only showed the demo to my close friends. So this will be the first time where people I've never met in my life will be playing the game and giving their honest feedback, scared but excited. And, yeah, eventually the game will come out. I'm hoping for some time in 2026, but I don't want to say a date because if I don't say a date, I can't be late. Right. There you go. Yeah.
Starting point is 00:50:57 More and more game developers getting savvy about that. He'll be out when it's ready. And honestly, it is one of the things that I am proud of gamers to sort of adopt only recently where it's like, hey, just release the game when it's ready. You know, like I think too many gamers were very caught up on release dates and then they get missed and then they get mad. And then that just turns into a mess for everybody at that point. It's the silk song strategy. Oh, yeah. Yeah, well, you'll get the game when the game is ready for you to have it kind of thing.
Starting point is 00:51:31 probably a good idea. So, well, Emily, we are running low on time on this episode. This has been really awesome to talk to you. A couple more questions before we kind of sign off for this is one of the things that I've always wondered, especially, I mean, you mentioned Concern Day of Starry Valley. I mean, you know, that is obviously the dream for a lot of people. But, you know, that's an unrealistic dream for a lot of people, too. I mean, yes, you can say I want to shoot for the moon, but then you're probably just going to fall short. And instead of being proud of the accomplishment, a lot of people view the failure instead, which is not a good thing either. So how do you, like, measure the success of a game? Like, is it, you know, because, you know,
Starting point is 00:52:14 it's one of those things where, you know, is it just the popularity of a game? Is it the financial reward from selling a game? Is it simply the review scores? You know, hey, maybe only 200 people played this game, but they all gave it a 98% rating. So I'm happy with it. that like how do you measure the success of a game that you you spent time creating yeah well i would say now financial success matters to me because i do this full time so of course i want to have the money to continue making games but when i started making games i would say that i measured the success in learning so actually in a lot of the early games i did i would try different things so in one game i was just the artist another game i actually did music well i did music one time for a game and one
Starting point is 00:52:59 game, I did just the UI design. And so I was learning about all these different disciplines, which I do think now has helped me so much as a solo developer, as someone who now does every discipline. But I would definitely say, like, I'm the type of person where user feedback is super important to me. I think there are certain developers who think, like, I'm right because I'm the one making the game and I have expertise. But I'm one where, like, the player is right.
Starting point is 00:53:24 So if I think a puzzle is amazing and creative, but all the playtesters don't get it, it's confusing. It's not creative and amazing. It's bad. Right. I remember when I made the Game Jam version of a taste in the past, one comment that I got was talking about how this guy was playing all the games from other game jams. And he was like,
Starting point is 00:53:47 I went from playing a game about dogs to playing a game about dead mothers and I'm crying. Like WTF is going on. And that is still one of my favorite comments to this. day. I haven't screenshoted. And actually, so today when I'm going to give my talk, I'm going to actually have that review up and I'm going to read it out loud for everyone. Yeah, that's, I mean, you mentioned inscription. That's kind of like inscription. Like people love these games where you kind of think you are expecting one thing and then they take a different turn. Yeah. You know, at that point too. So yeah, and I think I think as gamers, they really appreciate that as well. We kind
Starting point is 00:54:24 of like to be caught off guard because there's just there's so much familiarity with. with a lot of games and especially, you know, in genres where they kind of start to copy each other and things like that. And I think when we get surprised by something, we really, that really stands out to us. It's like that, that record skip, like, er, you're like, what? Wait, what? Where am I now, you know? That's awesome. Well, this has been great.
Starting point is 00:54:50 So I run the indie episodes we do on Wednesdays. And one thing I always try to tell everyone is, you know, a lot of these indie devs, you know, wish listing is so important. And, you know, what are some of the other ways people can, you know, go to follow and support you and help this development progress out? Yeah, so by far the biggest thing you can do is wishlist Lily's World X-D on Steam. If you are interested in game development or you love horror games and want recommendations, I make videos on my YouTube and Instagram, Saundering Emily.
Starting point is 00:55:23 I also have a substack, saunderingemly.com. and saundering is S-O-N-D-E-R-I-N-G. We're going to leave the link to Lily's World X-D on Steam in this episode description for people so that they can go and wish-liss that to try to help out. And we'll also leave a link to your Instagram and YouTube in the episode description as well. So, Emily, this has been awesome.
Starting point is 00:55:47 I mean, number one, thank you so much for hopping on with us to, you know, just kind of talk about what it is like. I mean, we love these glimpses that we've been getting into the game. industry, it is fascinating to kind of see what goes on behind the games that we all know and love and we play. I mean, we see them presented in a very specific, careful way, but a lot of times gamers don't get to see the stuff behind the scenes, you know, the stress and the anxiety of
Starting point is 00:56:15 bugs squashing and the ideas that, you know, came about with creating these games or, you know, the idea coming to fruition or, you know, like you said, somebody, you know, realizing that YouTube University is a fantastic place for a lot of people, you know, and things like that. So we love this kind of insight into the gaming world. And we're very thankful for people that are willing to come on the show and talk about it. So thank you, number one, for just giving your time on this. We hope your talk goes incredible. You said that's tonight?
Starting point is 00:56:45 Yes. Hope it goes well. Oh, you guys, we are going to be cheering for you so much. I know it's, I know there's got to be some anxiety there of letting people, you know, to demo this game and going, man, please like. it. That kind of thing. So we're definitely in your corner there as well. So listen, thank you so much for joining us. That's going to do it for this episode, everybody. Make sure you wish list Lily's World XD. The link will be in the episode description for people. Once again,
Starting point is 00:57:12 Emily, thank you so much for joining us. And that's it for this episode, everybody. We'll see you on the next one. Until next time, happy gaming. See ya.

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