And even after 6 years, even after so many unforeseen circumstances, discarded projects, and even after so long without showing my face, here I am, still here, still hat, and still purple.
Good night to everyone! I hope you are as well as I am while writing this post. Because today I not only celebrate my birthday but also the goal of 1000 followers reached. I know that, in this current moment where we find ourselves, it may not seem like much, but to me, it means a lot.
Where are my projects? Why did I disappear?
All answers will be commented below, where I will explain from beginning to end, who Breno Kunioka was, and who this same person is today. Sit back and grab some popcorn for a better reading experience.
For those who don't know me, I'm Breno Kunioka, just another amateur in the world of Game Design and a great fan of FNaF since its beginnings, in mid-2014.
And it was at that specific time when, thanks to FNaF, I began my studies in the fields of Game Design, involving modeling, image and video editing, concept arts, dubbing, storyboarding and mainly programming and composing.
All of this with just one intention: Making a simple fan-game, that had a classic aesthetic and faithful to the FNaF games and that was fun to explore, both in gameplay and in its story.
After some attempts in 2015 and 2016, it was in 2017 that I started developing the much-remembered Five Nights at Polar's, which to my surprise, managed to be finished in 8 months, and received absurd recognition for being a developed fan-game by a Brazilian, something that, at the time, was not that common.
On this path, despite following my development as a game designer alone, I met incredible people who helped me and are still by my side to this day, and it was thanks to these people and you, who still follow me today, that I never stopped, and I found my true passion: Games.
It was in 2017 to 2018 where I was at my peak of development with Polar's, with the second game in the franchise being developed in 1 year and 2 months, becoming the biggest project I had ever done up to that point.
Many unforeseen events occurred during the development of the game, several features had to be done hastily and this resulted in many bugs and parts of the gameplay that should have received more attention.
That's because it was at that time in my life when things started to change: The computer I used at the time to produce the projects was no longer supporting the renderings and programs I used, which led me to get a job, just with my 15 years old.
Even with all this, responsibilities, studies, I managed to finish Five Nights at Polar's 2: The Past Returns, which to this day is still recognized by many, and despite its ups and downs, the essence that the game conveys to many, is a nostalgic experience, even for me sometimes.
What happened next? Why did you stop? Where is Polar's 3?
These are questions I receive frequently since mid-2019.
And well, the truth is simple, and only one: I started over.
Thanks to my new computer, I was able to increasingly expand my graphics and Game Design knowledge through new programs that allowed me to create in new ways.
And it was like this, in 2018 to 2019, that a new project began to be created, a project without a name, but in the same universe as Polar's, which I joined with the community, naming it "Rexy Origins", or in short , "RO".
That game really was something, with renders, gameplay, even animated and dubbed cutscenes. But it all went down the drain when an error on my computer deleted most of all the files, and there went RO, along with my hope of continuing to create...
Below are some recovered official demonstrations of what the game would be like.
Scenario Renders
Cutscenes and Mechanics
From that moment on, I just started working on other projects, most of the time as a soundtracks composer or designer.
And that's how I said goodbye to my own projects...
...or didn't it?
The year was already 2020, the pandemic stopped a lot of things, and with me it wasn't different, several projects just stopped due to a lack of motivation and mainly due to the loss of loved ones, something that unfortunately affected everyone around the world.
It was thanks to these circumstances that I decided to start over: I went back to studying the concepts of Game Design in general, started college, a new job, and it was thanks to all of this that many projects got off the ground, but they didn't leave my college at all.
"Chill Born" is an example of this, a small game made on a Gamejam at the university that aimed to explore the melting of polar ice caps and how much it could affect us... which seems random, but it is by practicing the theory and concepts that we study where we gained greater experience to get where we want, which was no different when back in 2014, I thought about developing Polar's for the first time.
The truth is we all need to start somewhere.
The year is 2024, it has been 4 years studying the area of Design and practicing different projects that we have reached where we are.
I never came back here to tell you everything that happened in the meantime, yet I saw each one of you follow me, one at a time, and wonder what had happened to me and Polar's.
It was at this rate that, despite being gone for 6 years, we reached 1000 followers, and therefore, for me this is significant, knowing that there are people who believe in my ability as a developer, even after being gone for so long.
So for everyone who has read this far, I am currently involved within huge projects, some having more and others having less relationship with FNaF, yet, none of them will stop following the simple concepts that I have always maintained: "Fun to explore, both in gameplay and in its story."
My studies are over for now, as it's time to get my hands dirty again, like the old days.
Thank you all for trusting the former Breno Kunioka, and for being my biggest motivation to become someone better every day.
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