For four years, Basso worked on a primitive version of Animal Well in his free time, supporting himself with his day job. âIt was very clearly a self-indulgent side project for myself,â he told me in an interview. But as the game grew more sophisticated, and Basso invested more time into it, he started to think of it differently. âIt gradually started to seem more like something I could actually release, that I could maybe make a living off of,â he says.
Basso gathered his confidence and plotted an exit from his day job. His family didnât quite understand his ambitions. âMy dad didn’t want me to quit my job to work on it,â Basso says. âThey were worried that I should keep a full-time job.â
Then, in 2021, a turning point: Basso got in touch with Dan Adelman, an industry vet known on the business development side, for help. âI was kind of an introverted person that doesn’t feel very comfortable posting things online and marketing the game,â Basso says. Adelman is well known for running Nintendo of Americaâs indie program and championing small developers. âLuckily enough, he was into the project,â Basso says. âHe wanted to start working together and then, from that point forward, I felt like I just became a much luckier person.â
Basso and Adelman began applying to events like Day of the Devs, an indie showcase, to let people see the game. Their efforts paid off, with Bigmodeâthe publisher run by YouTuber videogamedunkeyâsigning Animal Well. âA little less than a year after working with Dan, I had saved up enough money and had a road map to finishing the game,â Basso says. He quit his job to focus on Animal Well full-time. âIt ended up still being about three years until it was done,â he says.
Over the many years of Animal Wellâs development, friends urged him to release what he had when interest seemed to be high. âI knew where the quality bar was for myself and what people expect out of a game,â Basso says. He didnât like the idea of âcashing outâ on what he felt wasnât a complete project, despite the long years that had gone into it. âIt was hard to explain how much work actually goes into releasing a polished game,â Basso says. âYou can’t just kind of put pencils down at any point and click the release button on Steam.â How his game debuted mattered. If people like it, âthey’ll trust you in the future to buy one of another game.â
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