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Indie Developer Shota Bobokhidze: 5 Lessons from Hell

Indie Developer Shota Bobokhidze: 5 Lessons from Hell

Gamedev: Find out what you can become in 3 professions!

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"I left university in my first year"

Before starting my career in game development, I devoted a lot of time to various hobbies. As a child, I was interested in video games, which inspired me to study programming and design. I enjoyed creating my own games on platforms like RPG Maker, which gave me my first skills in development. I also loved drawing characters and creating stories for games, which helped develop my creative thinking. These hobbies became the foundation of my professional path and played a key role in shaping my skills in the gaming industry.

My education began with diligent study until the ninth grade, but later I lost interest in many subjects. In my first year of university, where I was studying business administration, I decided to quit. I realized that my thoughts constantly returned to video games, and studying other subjects did not bring me satisfaction. I felt that the knowledge I was gaining wouldn't be useful in the future, so I decided to focus on my hobbies.

Indie developer Shota Bobokhidze. Photo: from the developer's personal archive

Since the age of 12, I began actively self-educating myself, studying various fields and programs, including game development, graphic design, and music production. I even developed simple programs, such as Trojans that could control a CD drive. As a child, I was fascinated by creating my own projects, and I found real pleasure in it. This experience formed the foundation for my later development in the field of technology and creativity.

"My mind played a cruel joke on me"

When did you realize that your psychological or physical condition needed attention?

On my twentieth birthday, I suddenly felt a sharp deterioration in my health. Interest in hobbies, personal relationships, and life faded, as if someone turned off the light. Despite this, I continued my studies in London, despite recognizing the futility of them. My experience in that city became linked to drugs, and I gradually increased my dosage. This led to hallucinations, delusions, and depression—the result of schizoaffective disorder, which I was diagnosed with upon returning home. It is important to understand that such conditions require serious attention and professional help. Reaching out to specialists and supporting loved ones can play a crucial role in the recovery process.

One of the main difficulties associated with this disorder is the inability to recognize the need for help. For a long time, I did not recognize that I needed professional support. Only years later, when I returned to a full life, did I realize that mental health issues were the cause of my difficulties. Recognizing this fact was an important step towards recovery and understanding my condition.

Learning that you have an incurable illness is an enormous stress and emotional ordeal. At such times, many people can feel depressed and lost. Quitting drugs during this period can seem like a difficult task, as substances are often used as a way to cope with pain and fear. It's important to understand that support and help are key in these situations. Psychological help and communication with loved ones can help you overcome difficulties and begin a new path to recovery.

Drug addiction arose as a response to my depression. I didn't realize I was suffering from mental illness and believed the only solution was complete self-destruction. This led me to immerse myself in drugs, hoping to cope with my inner demons and find relief. However, finding myself in this vicious cycle, I only exacerbated my problem, unaware of the possibility of treatment and support. It's important to understand that drug addiction is not just a personal tragedy, but a serious illness that requires a professional approach and understanding.

At that time, I felt like I was unattached to anything. Opioids gave me peace, helped me cope with life's stress and internal hatred. I felt deep disgust for my actions. I am a person who does not know how to forgive, especially myself. This internal tension and self-rejection became serious barriers to recovery. Understanding your emotions and accepting your mistakes are key steps to healing and freedom from addiction.

Usually, such stories end tragically. However, you were able to find the strength to change your lifestyle. What was the turning point for you?

Faith became my salvation. When I began to trust myself, hope appeared in my life even in the most difficult situations. There were times when I did not take care of myself, but I continued to support others. This brought me new meaning in life and opened up new horizons.

Overcoming addiction is a complex and multifaceted process. However, everything changes when a person finds inner peace and self-confidence. The key aspect is self-honesty. Recognizing that you have a problem is the first step toward recovery. It's important to understand that success in overcoming addictions takes time, patience, and support. With inner peace and self-confidence, you can overcome any obstacle.

Even though you may be feeling well right now, it's important to remember that relapses can occur even as a result of minor mood swings. What methods do you use to manage these risks?

I consider myself a healthy person, not someone in remission. Honestly, I can't remember how many times I've had to face crises. If I had lost control, it would have been noticeable. I live a normal life without dwelling on the past and deal with stress the way most people do.

ShotX studio logo. Image: ShotX Studio

Returning to Normal Life After Addiction

After a year spent in isolation battling addiction, many people are wondering: how to distract themselves from negative thoughts and emotions? In this context, video games are an effective way to relieve stress and immerse themselves in another world. They offer not only engaging leisure time but also an opportunity for socialization, which is especially important during times of restrictions. Video games can serve as an excellent tool for improving mood and developing cognitive skills, thereby helping to cope with the difficulties associated with the recovery process.

Never having been interested in indie games before, I found that they became a real salvation for me. These games do not require much time and allow you to escape from everyday worries, immersing yourself in exciting adventures. This gave me a chance to relax and recharge. In addition, I found solace in creating music, which significantly improved my psycho-emotional state. Regular exercise has become a great motivator and helped me get back into shape. Indie games, music, and sports have become important aspects of my life, fostering harmony and balance.

After a difficult period in my life, I decided to take up freelancing and mobile app development. I needed to learn new skills to succeed in this field. Learning new technologies and development methods became a priority for me, as this would help improve the quality of my projects and attract more clients.

I didn't spend much time learning new programming languages ​​or specialized programs; instead, I focused on improving the skills I had already developed over the years. I learned the basics of programming at a young age, and these skills have proven extremely useful in my career. There is a belief that children find it easier to learn foreign languages, and this is also true for programming languages. Learning the basics early on allows you to adapt more quickly to new technologies and methods in the future.

As a freelancer, I worked extensively on design and web app projects before switching to mobile game development. This transition proved to be a significant milestone in my career. I don't regret the decision I made, as it became the foundation for creating my own game development studio. My experience in design and web development helped me better understand user needs, which, in turn, positively impacted the quality of my games. Now I strive to create unique and engaging game projects that will attract a wide audience.

A Path in Game Development: From Riskers to Dungeons of Clay

I began my career in game development with a passion for computer games and a desire to create something unique. My inspiration for Riskers came from nostalgia for the first GTA games, which stood out for their open world and freedom of action. I wanted to transfer these elements into a modern context, adding new mechanics and storylines that would attract both old fans and new players. Riskers isn't just a tribute to classic games, but also an attempt to create a new experience where players can explore the world, interact with the environment, and make decisions that impact the gameplay.

I focused on the core mechanics of the game, such as vehicle interaction, driving physics, and shooting, as well as level design. The story and other gameplay aspects were developed later. The main goal was to create an open world with carefully designed NPCs who play a key role in missions and respond to the player's actions. This approach provides a deeper immersion in the gameplay and makes interaction with the environment more realistic and engaging.

The development process was significantly simplified by using ready-made assets instead of placeholders. This not only sped up the workflow but also increased the quality of the final product. Using ready-made assets allows you to focus on the most important aspects of development, such as gameplay and game mechanics, which ultimately leads to a more successful project.

Image: Official promotional material for the game Riskers / ShotX

You create music for your games On my own?

A few years ago, I started composing music in FL Studio, which became my passion. This experience formed the basis for creating the soundtrack for the game Riskers. I continue to learn and develop in the musical field, and judging by the feedback, I have made significant progress.

I chose the Game Maker engine for development for several reasons. First, it offers an intuitive interface, which simplifies the process of creating games, especially for beginner developers. Secondly, Game Maker supports many platforms, which makes it easy to publish games to various devices. In addition, the powerful GML programming language used in Game Maker provides the flexibility to implement complex game mechanics. Finally, an active developer community and extensive documentation make the learning process and troubleshooting issues more accessible. These factors make Game Maker an ideal choice for developing engaging and high-quality games.

I chose Game Maker because of my extensive experience with this engine. It offers all the necessary tools for developing 2D games. Thanks to the rapid prototyping capabilities, I was able to complete the project within a year. Game Maker is ideal for creating games, allowing you to focus on gameplay and design, which significantly speeds up the development process.

Screenshot: Riskers / ShotX game

You're lucky: publisher Meridian4 is interested in the project Riskers after seeing gifs from the game on Twitter. Do you think it's realistic to attract a publisher through social media right now?

In 2017, indie games were viewed with lower expectations, and even low-quality projects were treated more leniently. Today, thanks to social media, attracting a publisher has become easier, but a game must meet high standards to generate interest. The level of quality required to successfully enter the market has increased significantly, making it increasingly difficult for indie developers to compete and survive in an environment of ever-increasing demands.

After the release of Riskers, some players expressed the opinion that the gameplay was too difficult. In response to this feedback, I carefully analyzed user opinions and conducted several playtesting sessions. This allowed me to identify the key points that players were having trouble with. I realized that it was important to find a balance between challenge and accessibility so that players could enjoy the game without encountering excessive difficulty. As a result, I made changes to the mechanics and levels, which helped make the gameplay more engaging and accessible. This experience taught me the importance of feedback and constantly improving a product based on user feedback.

I took player feedback into account, but making significant changes proved impossible late in development. I released several patches that fixed bugs and added new content. However, implementing more significant changes would have required a complete rewrite of the game.

My experience in the games industry taught me important lessons about project management and the need for patience. There are many nuances in this field that are difficult to grasp on the first try. Key is understanding the importance of the budget and business aspects of the project, which often causes stress. The ability to cope with these challenges contributes to the successful implementation of projects and career development in the gaming industry.

Screenshot: Riskers / ShotX game

Later, you released Dead Ground, a unique game that combines roguelike and tower defense elements. What prompted the choice of this new genre combination?

I couldn't afford to spend another year developing the next project due to fatigue and a limited budget. I'm a fan of the tower defense genre myself and decided to integrate roguelike elements into it. Dead Ground became a kind of breather, allowing me to experiment with new mechanics before starting the next large-scale project.

Screenshot: Dead Ground / ShotX game

The game Kontrakt includes autobiographical elements, as the main character faces schizophrenia. Conveying his experiences through gameplay presents a complex challenge. The developers aimed to create an immersive experience that allows players to feel the character's internal conflicts and emotions. It was important not only to depict the symptoms of the disease but also to convey its impact on their perception of reality. The use of unique gameplay mechanics and visual effects allows for a deeper immersion into the character's world, making the game not only entertaining but also meaningful.

Depicting disorders such as schizophrenia presents a complex challenge. I used sound effects simulating auditory hallucinations to convey the atmosphere experienced by people with this diagnosis. However, sound alone is insufficient to fully understand their experiences and inner world. It's important to consider that schizophrenia affects not only sound perception but also emotional state, social interactions, and quality of life. For a deeper understanding, it is necessary to consider not only the symptoms, but also the personal stories of those who face this disorder.

Image: official promotional material for the game Kontrakt / ShotX

Some players draw parallels between your game and Hotline Miami. Does this make you feel negative?

It's actually a bit frustrating. I'm open to constructive criticism, but calling a game a clone means the dialogue and level aren't taken into account, which is very sad. I haven't actually played Hotline Miami, I just watched my friend play it. If I were trying to create a clone, I doubt I would have succeeded.

Some players have delved deeply into the story, sharing their interpretations and analysis. This created an interesting discussion community where everyone could express their thoughts and ideas.

Screenshot: Kontrakt / ShotX game

Danger Gazers has received high marks from players, especially on the Steam platform. We decided to publish it on a pirated resource to draw attention to the project and give more users the chance to try it out. The pirated version can serve as a demo, allowing players to evaluate the quality of the content and possibly purchase the full version in the future. Our goal is to expand the audience and give more gamers the opportunity to enjoy Danger Gazers.

Game development isn't just a business; it's also a way to bring your creativity to a wider audience. I strived to create games that can evoke positive emotions and joy in players. My goal was to allow as many people as possible to appreciate my work and perhaps find inspiration and happiness in it.

Screenshot: Danger Gazers / ShotX game

Using marketing strategies to increase interest in indie games has become A hot topic among developers. Indie developers can use a variety of approaches to attract attention to their projects and increase sales. This can include creating a unique brand, actively engaging with the audience through social media, participating in gaming exhibitions and festivals, and using crowdfunding to finance development. Effective promotion can help indie developers stand out from the competition and create sustainable interest in their games.

Some people appreciated my move, while others saw it as a publicity stunt. However, this is not entirely true. After the torrent release, I received many questions about the next game, but the level of interest in it did not reach its previous peak. In the future, I intend to continue publishing torrent versions, but not for the sake of attracting attention. My goal is to give players the opportunity to get acquainted with my projects and hear their opinions.

The latest game, Dungeons of Clay, is a procedurally generated roguelike, which has generated interest in its creation. One might wonder whether this project stems from a deep passion for the genre or a pragmatic approach dictated by a limited budget.

Developing games with permadeath and procedural generation is a fascinating field that opens up opportunities for experimentation. I created 999,999 unique combinations of procedurally generated endings, making the experience truly immersive. This approach allows players to experience new stories and develop their skills, which significantly increases replayability and interest in the project.

Screenshot: Dungeons of Clay / ShotX game

Transition to new horizons in the gaming

I'm currently hard at work on a large-scale project called Death Drive. This isn't just a new game, but an innovative blend of genres, incorporating card strategy, survival, and RPG elements. This approach makes Death Drive unique and sets it apart from my previous work. This project offers players an immersive experience where they can immerse themselves in a variety of mechanics and strategies, creating a unique video game experience.

Death Drive is ShotX Studio's most ambitious project yet. I prefer to take my time and avoid strict deadlines, which allows me to focus on every detail during the initial stages of development. This approach guarantees high quality and elaboration of all aspects of the game, which will ultimately lead to the creation of a unique and memorable gaming experience.

Image: official materials of Death Drive / ShotX

I drew inspiration for the game Death Drive not from high-profile AAA projects, and indie games like Battle Brothers and Judgment have impressed me. My goal is to develop a deep card-based combat system combined with an open world. Players will be able to explore the surrounding world, level up their skills, craft, and interact with various settlements. This will create a unique gaming experience, allowing each player to immerse themselves in the atmosphere and develop their own strategy.

The project is significant in scope, and its implementation will require considerable time. However, the game's foundation has already been created, which inspires confidence in the successful completion of development. This will set a new bar for ShotX games, which will undoubtedly attract player attention and increase interest in the product.

The zombie apocalypse occupies a significant place in the world of video games, and Death Drive will be no exception. In this game, zombies can act as a background element, similar to the atmosphere of The Walking Dead, or as more aggressive opponents, creating tense moments for players. This approach allows for a deeper immersion into the game's story and atmosphere, and allows players to choose their playstyle—from survival strategy to active confrontation. Importantly, zombies in Death Drive can have unique characteristics, adding variety to the gameplay and increasing its appeal to fans of the genre.

The plot of Death Drive is still in development, but it's already clear that zombies will pose a significantly greater threat, especially in the early stages. We also plan to introduce mutated creatures, the destruction of which will earn players rewards, adding a strategic element to the gameplay. These innovations, combined with factions and settlements, will help create a unique atmosphere that will attract players and make the game more exciting.

Screenshot: Death Drive / ShotX game

Previously, I always worked on my projects alone. However, as Death Drive grew in scale, my approach changed. Now I realize the importance of teamwork and collaboration, which allows me to achieve better results and effectively implement ideas. As I face new challenges and opportunities, I strive to integrate the opinions and experiences of other professionals into my projects, which significantly enriches the development process and contributes to success.

I continue to work alone, but I have support from people who help me develop the community and manage social media. I am confident that with the release of the Death Drive project, our community will significantly expand and attract new members.

You are probably using Game Maker Studio again. How does this game engine solve the problems you have set for yourself?

Game Maker always meets my expectations. It effectively solves the problems set for it, although minor optimization issues sometimes arise. I hope the developers will fix these issues in future updates. Given the scale of the Death Drive project, I have no other complaints about this engine. I'll likely continue to use Game Maker for 2D game development, as it provides all the necessary tools and capabilities to realize creative ideas. Working on the Death Drive project has provided me with unique opportunities to develop as a developer. The recent update significantly expanded its functionality, and I'm eager to maximize its capabilities. I adhere to the principle of avoiding pre-made assets and am constantly looking for ways to improve on my previous developments. This allows me to create higher quality and more original solutions, which in turn increases the value of the project and improves user experience.

Screenshot: Death Drive / ShotX game

The issue of releasing the Death Drive game on platforms other than PC is of great interest among players. We understand that many fans want to see the game on consoles and mobile devices. We are currently actively working on optimizing and adapting the project for various platforms. We strive to ensure a high level of quality and performance on each of them. Stay tuned to learn about possible releases of Death Drive on other platforms first.

I recently adapted my previous games for the Nintendo Switch console, but I am not yet certain about the Death Drive project. The game was originally designed with keyboard and mouse controls in mind, so I cannot guarantee how it will look and feel on other platforms.

Effective Strategies for Indie Game Developers

Modern indie developers face the challenge of promoting their projects on a limited budget. The itch.io platform is one of the best solutions for this. It offers a number of advantages over larger gaming platforms such as Steam.

Firstly, itch.io gives developers the ability to set their own prices for their games, including the option to offer them for free or on a pay-what-you-want basis. This allows them to attract a larger audience, especially those players looking for new and unique projects.

Secondly, the platform has a simplified process for uploading and publishing games, which significantly speeds up the time a product to market. This is especially important for indie developers who want to quickly test their ideas and receive feedback from users.

Furthermore, itch.io supports the developer community, offering the opportunity to share experiences, participate in competitions and events. This creates an environment for networking and collaboration, which can lead to new opportunities for promotion.

Don't forget about the flexible approach to marketing on itch.io. Developers can use a variety of tools to promote their games, including dedicated pages, blogs, and social media integration. This allows them to attract attention to their projects without the need for large investments.

As a result, itch.io is an effective tool for indie developers, allowing them not only to promote their games but also to find their audience in a competitive environment.

itch.io offers developers unique opportunities to monetize their projects. The platform allows you to set a percentage of sales, making it an attractive source of additional income. Games such as Dungeons of Clay and Danger Gazers have demonstrated how inclusion in themed collections can significantly increase sales. This approach to monetization helps developers not only increase their revenue but also expand their audience.

Competition in the video game distribution market continues to grow. Steam maintains its position as a leader, but the Epic Games Store is actively competing and holds a significant market share. In a dynamically changing gaming landscape, it is difficult to predict how things will develop in the future. New players are expected to emerge, and existing platforms are expected to improve their offerings, making the game distribution market even more competitive.

To effectively promote their projects, developers need to use all available tools. I actively promote my projects through social media and platforms like Keymailer, which help establish contacts with YouTubers and streamers. In today's environment, promoting projects without significant financial investment is becoming increasingly challenging. It's important to find new approaches and methods to successfully compete in the market and attract attention to your products.

I've reconsidered my approach to Death Drive and am now focusing on collecting wishlists and subscribers before the game's Early Access launch. This step will allow us to build a strong fan base and ensure stable initial sales. Focusing on audience engagement early is an essential element of a successful project launch.

The pandemic has significantly impacted the Georgian game development community, as many meetups and offline events have become unavailable. As a result, there's a trend toward most events moving online. However, I personally can't participate in these events due to time constraints. Online events provide new opportunities for networking and sharing experiences, but in-person meetings remain crucial for networking and collaboration within the industry. For aspiring developers, it's important to consider the casual games market. This segment isn't limited to mobile development but offers a wide range of creative opportunities. Casual game development requires less time and resources, making it attractive to beginners. Furthermore, successful projects in this field can become a source of stable passive income. Once the financial issues are resolved, you will have more time and energy to realize ambitious ideas and create the game of your dreams.

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