The Second Bit
SHAKING HANDS AND STEADY HANGOVERS,
So it's the week of GCAP and PAXAUS and we’re excited. Ecstatic even. We've spent six weeks working harder than ever and now we’re taking the 8 hour trip from Canberra to Melbourne in a little pulsar loaded to the brim.
We pull up to a little house after the hell that is navigating Melbourn and unload. The first night is noodles and beer.
For the next 2 days we attend GCAP, listen to some amazing talks and eat as much free food as possible. All the while the Melbourne convention centre is full of people who are just like us.
Probably working on their first or second game, in a small team with no money, handing out business cards left right and centre... however some of those people where not like us.
Some of those people had released “AAA” titles, or had wildly successful mobile game, and that was something that was both humbling and inspiring.
Plus both evenings offered dinner and a bar tab so GCAP was just great all round.
It was now thursday and the day before pax.
With our fluro safety vests on we were now allowed to see the floor space and there was shit going on EVERYWHERE!
Forklifts zooming around the place, cranes putting up huge booth spaces, speakers and Projectors being tested while people shout at each other, and confused indie devs getting in everyone's way, us included.
It was all amazing, but nothing compares to the moment we first saw our booth.
An exciting day of set up and we were done. That night we discover the greatest fish and chip take away any of us had ever been to and got an early night. Tomorrow was the real test. Tomorrow was PAXAUS.
Coffee. Heaps of coffee. A quick test game and a brief recap on what exactly we want to say to people and we’re as ready as we’re ever going to be. The doors open and it begins. PAXAUS 2015 has officially kicked off.
It's not long before the steady stream of people becomes a torrent. One person starts playing our game and is shortly followed by another...then another..then a few more. All of a sudden we’re explaining the controls as loudly as possible to groups of people like a tour guide as they shuffle along the show floor. Our Booth is going off.
It remained this way for all three days of PAX and while there were of course moments to gather ourselves, it was overwhelming at points.
We rationed our badges and still ran out halfway through the third day. We had to take the business cards off the table and limit them to only those who asked. We took hand sanitizer, vitamin C and drunk all the water we could get our hands on and still ended up with PAX Plague!
We met some really awesome people, made a great first impression and nothing caught on fire, and at 6pm on Sunday we had a conclusion; PAXAUS 2015 was a success.
That was it. It was over. We had overcome the biggest setback we had faced since beginning work on Kieru and absolutely killed it on the PAX floor. Now it was time to drink. A lot.
The final night in Melbourne was possibly the greatest. The organizers of GCAP had put together the last dinner and a few free drinks. It was an excellent chance to get to know the fellow devs that had just been through the same madness is us and really relax for once.
Things went down there that are better left out of this little blog post... I mean, it's not my fault someone opened a bar tab at 2am.