However, I quickly realized… this was going to take me a decade or more. I work slowly, and had just become a father. I started to get a sinking feeling whenever I thought about Sesari. I didn’t want to spend 10 years toiling alone at my drawing table before sharing Sesari with anyone.
But I didn’t have to worry about that for too long, as COVID came and promptly supplanted any concerns I had about anything at all. To cope, I started playing video games seriously for the first time in my life — the idea of retreating into beautiful little worlds that had clear rules suddenly became
very appealing. I was mostly replaying point-and-click adventure games from when I was young. Suddenly an idea came to me; could this be the answer to Sesari? Could Sesari be a video game instead? The idea cemented itself immediately.
I spent the next couple years learning things from scratch; how to create pixel art, how to animate, how to program a game, and how to survive having a second baby that despised slumber. I engaged in what Julia Minamata calls the “dollhouse phase” of game development; creating an environment and making it interactive to no particular end. I realized I was in the same position as the graphic novel; it would also take me many years to complete Sesari as a video game. In another eureka moment, I decided to release it as a series of installments. (An idea that somehow eluded me when Sesari was a comic book, a medium famous for releasing in installments.) I stumbled my way into a narrative by retrofitting what had been random interactions into a sequence of events, and polished it up. I got a little help from my friends;
Alex Noonan served as the basis for the protagonist,
Cameron Stuart assembled an atmosphere-defining score,
Noel Freibert oozed out a spine-tingling logo, and information architect
Dan Zollman provided some absolutely essential 11th hour feedback.
Finally, eventually, somehow, I had a snippet of a game I could release.