My dreams as an indie dev rest on my assumption that the challenges I face in game development are NP-complete problems. Essentially, this career involves generating entertaining narratives and puzzles and stuff and it's also really hard. At the same time, I'm taking on all of the primary roles of a game developer: producer, artist, designer... among other catchy titles. If the problems I solve could be completed by a machine, then a machine will inevitably be doing my job eventually. This is why I'm applying to Twitch among other well-known companies adjacent to the games industry. At the same time, when I'm especially confident in my ability to make a premium game by myself I start to think that maybe the challenges I've tasked myself with are more P than NP!
(I don't mean to discredit the works of my several wonderful Jumpland collaborators. DeliciousDisguises.com has been involved at every stage of development, and the music team is already finishing some fantastic pieces. At the same time, I consider Jumpland to be an indie game, and I consider myself to be its developer.)
The fact that I'm beginning to face (the insight that's tearing my world apart) is that the faceless developers at Unity are also my collaborators. The problems we solve aren't tasks that one person like me can accomplish alone. I need a landscape to chisel away at while I think about this stuff, and I need friends that are willing to imagine the possibilities with me. Jumpland becomes a distributed system, and every playtester forms a node in its network. Every page of documentation and every tutorial I've read on the Unity forums have contributed significantly to Welcome to Jumpland's development process. Countless discrete codes written in bytes upon bytes of software and hardware render Jumpland for your viewing pleasure. Who is Jumpland's author? Theory embedded in computing devices invented during times of war make my game what it is today. This is a historic moment. Welcome to Jumpland.