WEBVTT
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Language: en-US

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Hello, dear fans and supporters&nbsp;
of the Ambient Project.

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This is Dreamy speaking, the lead&nbsp;
and sole programmer, game-designer,&nbsp;&nbsp;

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modeler, lead level designer,&nbsp;
UI designer, lead VFX designer,&nbsp;&nbsp;

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lead writer and the project manager&nbsp;
of the game - Ambient White.

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Many positions eh? When I started this project,&nbsp;
I was foolish enough to believe one person could&nbsp;&nbsp;

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occupy all of those and many more positions and&nbsp;
develop a game of the quality our fandom deserves.

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The game called Ambient White was the dream&nbsp;
of an 18-year old kid, filled with passion...&nbsp;&nbsp;

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a lot of passion dedicated to&nbsp;
the fandom he loves and the idea,&nbsp;&nbsp;

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the visualization of which you’ve&nbsp;
seen a lot on this channel.&nbsp;

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This kid was experienced enough to produce parts&nbsp;
of the game, but not aware of the scale of such a&nbsp;&nbsp;

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project and the time it would take to turn this&nbsp;
vision into a finished product. Well... maybe&nbsp;&nbsp;

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he was aware of how hard it would be. But that&nbsp;
didn’t stop him from doing everything by himself.

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His... my determination might have been&nbsp;
the whole point of this nickname “Dreamy”.

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And I am still Dreamy. A lot has changed in the&nbsp;
last 6 years. I’m 24 now, and I am still Dreamy.

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Since I started working on the project I have been&nbsp;
learning every single day about how to make games,&nbsp;&nbsp;

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and encountered many challenges in&nbsp;
the development of this project.&nbsp;&nbsp;

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Many technical, concept and game design issues&nbsp;
were new to me and the ALBD team, and hard to&nbsp;&nbsp;

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manage with people across multiple time zones with&nbsp;
different lives. That said I’ve acquired extremely&nbsp;&nbsp;

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useful, inspiring but harsh and unforgiving&nbsp;
experience in managing a team of volunteers.&nbsp;

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The ALBD team and I have been through&nbsp;
many different cycles of development,&nbsp;&nbsp;

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producing amazing work, but often ending up with&nbsp;
very rough and unfinished sections of the game.&nbsp;&nbsp;

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Well... to be fair, the actual game part&nbsp;
with all of the gameplay and visuals was 95%&nbsp;&nbsp;

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on me, because we didn’t ever have&nbsp;
any level and game designers except me&nbsp;&nbsp;

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and programming with volunteers&nbsp;
was a faulty practice. Anyway,&nbsp;

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I’ve finished college and obtained a degree&nbsp;
in game design, I’ve worked in an interesting&nbsp;&nbsp;

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variety of studios and teams and for the past year&nbsp;
specifically I’ve been developing and managing the&nbsp;&nbsp;

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production of Ambient as something as&nbsp;
close to a professional as I ever was.

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As I said in Ambient Update #7.01,&nbsp;&nbsp;

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currently the major part of game concept,&nbsp;
music as well as a big part of gameplay&nbsp;&nbsp;

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functionality are ready in the game. This is a&nbsp;
big achievement of the A Little Bit Different

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team, which showed the talent and the potential&nbsp;
of our fandom. However this project is still far&nbsp;&nbsp;

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from finished. A huge chunk of features, levels&nbsp;
and models which are the bare minimum to make a&nbsp;&nbsp;

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game people would be happy to play and experience&nbsp;
still needs to be developed. And unfortunately,&nbsp;&nbsp;

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we always had trouble finding volunteers or hiring&nbsp;
people for that kind of work. At this time I,&nbsp;&nbsp;

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Dreamy, am the only person in the team with&nbsp;
enough skill to work on these parts of the game.&nbsp;

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For the past year I have been working on the game&nbsp;
part time and the development has been going slow.&nbsp;&nbsp;

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The good part is: the development was going&nbsp;
with a heavy bit of planning beforehand&nbsp;&nbsp;

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and I have then been compiling&nbsp;
a lot of progress data.&nbsp;&nbsp;

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Although this data wasn’t fun to look at, it gave&nbsp;
me a lot of things to think about in terms of&nbsp;&nbsp;

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the big picture of the development&nbsp;
of this game. Progress was slow,&nbsp;&nbsp;

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but we kept pushing for simpler, faster solutions&nbsp;
to release the game closer to the desired date.

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The budget our team receives from&nbsp;
Patreon is truly an amazing example&nbsp;&nbsp;

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of the dedication and the love the&nbsp;
Brony fandom has for art. However,&nbsp;&nbsp;

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unfortunately, it is still barely enough to be&nbsp;
a salary for even one skilled game developer.&nbsp;&nbsp;

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Nearly half of the Patreon budget we had was used&nbsp;
to pay for external content and as a reward to&nbsp;&nbsp;

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some teammates. The second half I used as a salary&nbsp;
for my part-time work on Ambient. When I wasn’t&nbsp;&nbsp;

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working on Ambient, I was studying for college,&nbsp;
and then I was working at game-development jobs,&nbsp;&nbsp;

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mainly as a project manager - a skill that I was&nbsp;
happy to learn while working with the ALBD team.

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The good outcome is: I’ve acquired&nbsp;
extremely useful experience that gave me&nbsp;&nbsp;

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an opportunity to look at the Ambient Project&nbsp;
from a much more professional perspective.&nbsp;

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The bad outcome is: I’ve ended up&nbsp;
in a very busy work environment,&nbsp;&nbsp;

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managing a huge team, ending up with&nbsp;
less than 2 hours of free time after work&nbsp;&nbsp;

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to… work on Ambient and have no personal life&nbsp;
at all. First: that’s not enough time to work&nbsp;&nbsp;

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on Ambient. Second: that’s not enough time&nbsp;
to care about my physical and mental health.

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Last February, I was hired as a project manager&nbsp;
for a big game development company with a game in&nbsp;&nbsp;

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development that is extremely advanced compared&nbsp;
to my barely functioning production of Ambient.&nbsp;&nbsp;

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This game company is developing a game of greater&nbsp;
scope than Ambient, but similar in many ways.&nbsp;&nbsp;

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I’ve been managing many production pipelines&nbsp;
for a game development studio and that made me&nbsp;&nbsp;

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look at Ambient realistically. Also, a stable&nbsp;
job gave me the opportunity to plan far ahead.

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Right now I'm going to explain to you

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the Reality of the Ambient Project.
The scope of Ambient White is very realistic&nbsp;&nbsp;

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and not hard to achieve. BUT not for a team of&nbsp;
volunteers. Ambient White needs much more time,&nbsp;&nbsp;

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financial and human resources, and multiple people&nbsp;
to manage the workflow. It needs people, for whom&nbsp;&nbsp;

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Ambient is a primary job with a salary which lets&nbsp;
them live a happy life to fuel their passion.&nbsp;&nbsp;

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However, if things keep going the same way,&nbsp;
Ambient.White will not be released for years&nbsp;&nbsp;

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on end. It's simply about the realistic&nbsp;
size and the complexity of the game:&nbsp;&nbsp;

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experience in a big company has shown me that&nbsp;
this kind of project needs many people working&nbsp;&nbsp;

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full time to be produced properly. By my&nbsp;
estimates, Ambient White needs at least&nbsp;&nbsp;

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$800 000 for us to fully develop the&nbsp;
story, features and visuals of the game.

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There is no easy, legal or promising&nbsp;
place to acquire this kind of budget.&nbsp;&nbsp;

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But I am a game developer. A very&nbsp;
experienced one at this point.&nbsp;&nbsp;

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And there have been much simpler&nbsp;
games that had millions in profits.&nbsp;&nbsp;

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The ALBD team has connections with many talented&nbsp;
people and considering the experience we had,&nbsp;&nbsp;

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it really is very easy to make a good game,&nbsp;
much smaller in scope but one that will inspire,&nbsp;&nbsp;

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give lots of fun and a deep emotional journey to&nbsp;
its audience. Making a good game is one thing,&nbsp;&nbsp;

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but selling it is a process that requires&nbsp;
another type of strategy. And fortunately,&nbsp;&nbsp;

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there are some very promising plans and ideas&nbsp;
that we have been having in our minds for a while.&nbsp;&nbsp;

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And I’m very excited about putting them&nbsp;
to practice, releasing awesome games and&nbsp;&nbsp;

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acquiring a budget for a professional studio. The&nbsp;
studio that will be able to make Ambient White.

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I am still Dreamy, a person determined to complete&nbsp;
the project I have put so much love, care and time&nbsp;&nbsp;

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into. We are still the ALBD team: those who create&nbsp;
worlds with our passion. We are the ones who are&nbsp;&nbsp;

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creating a game so many people can’t wait to&nbsp;
play. But we are not fools. At least not anymore.&nbsp;&nbsp;

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There is no realistic way for us to complete&nbsp;
the Ambient project with our current resources.&nbsp;

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However, there is a promising path ahead:&nbsp;
the one in which we start getting a budget&nbsp;&nbsp;

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for the production of Ambient.White by&nbsp;
doing what we do best: creating games.&nbsp;&nbsp;

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Smaller games, the kind of games that are also&nbsp;
full of love and passion but possible to do&nbsp;&nbsp;

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by our current team in less than half&nbsp;
a year. I had experience in developing&nbsp;&nbsp;

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games of this size and I am capable&nbsp;
of creating plans and following them,&nbsp;&nbsp;

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while the ALBD team is capable of creating beauty&nbsp;
and bringing worlds to life. The last part is for&nbsp;&nbsp;

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you to trust us. And expect the release of Ambient&nbsp;
in 2025, when the ALBD team releases simpler and&nbsp;&nbsp;

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successful games, forms a studio and starts&nbsp;
the development of Ambient roughly in 2024.

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Starting today, the Ambient Project is&nbsp;
frozen, as we reform our patreon page&nbsp;&nbsp;

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and the website to showcase more games&nbsp;
of our growing studio. It's your choice&nbsp;&nbsp;

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to trust our next path or not, based on&nbsp;
the stuff you’ve seen from us before.

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The truth is: by supporting A&nbsp;
Little Bit Different studio,&nbsp;&nbsp;

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you get us closer to the future of Ambient.White&nbsp;
being released in its best possible shape.&nbsp;&nbsp;

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As they say, Rome was not built in a day,&nbsp;
and I hope I gave you enough reasons to&nbsp;&nbsp;

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believe that the fantastic world of&nbsp;
Ambient needs time and attention too.

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But Ambient is not only our project,&nbsp;
you are taking part in its future too,&nbsp;&nbsp;

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and your opinion matters. So to understand what&nbsp;
you think about such a big change of course,&nbsp;&nbsp;

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we will include a form in the description,&nbsp;&nbsp;

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where you can leave your take on how to&nbsp;
approach the complex production of Ambient.

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Meanwhile, if you want to see where&nbsp;
A Little Bit Different studio goes,&nbsp;&nbsp;

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follow our social media, check&nbsp;
out our website every now and then&nbsp;&nbsp;

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and expect more updates about our&nbsp;
upcoming projects by next winter.

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Okay then, wish us luck, and let&nbsp;
this journey take a new turn:&nbsp;&nbsp;

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growing A Little Bit Different studios to&nbsp;
the extent worthy of the Ambient Project.

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Oh, no, wait. One more thing.

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We are going to release a new&nbsp;
demo of the game very soon

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along with the video on this channel&nbsp;
that will show one of the most polished&nbsp;&nbsp;

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parts of the game - the game's starting sequence.

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Let this be the show of our determination,&nbsp;
we will give this game a start, so in the&nbsp;&nbsp;

00:11:17.520 --> 00:11:23.977
future we will do our best to give this game&nbsp;
a continuation and a desired perfect ending.

