Why Did a First-Time Game Developer Turn Down 12 Publishers?
Wlad Marhulets seems to be one of those people who’s just good at everything. He’s traditionally made his living as a composer, writing everything from clarinet concertos to the score for an upcoming VR film about Eminem (I don’t know either). You’d think he’d be happy with the several awards he’s won for that work but, in 2015, he decided to try something new in his spare time, a little creative hobby project. “I downloaded Unity and learned a little bit of coding and 3D modeling”, he tells me over email. “A month later I had a little demo – it was 2-3 minutes of gameplay maybe, it was barely playable.”
What he’d created was the first version of Darq, a horror-soaked puzzle-platformer about a boy who becomes aware that he’s inside his own nightmare, and uses the fluidity of lucid dreaming to get out. After a friend urged him to create a trailer and upload it to the now-defunct Steam Greenlight, it became one of the top 10 most upvoted games on the service (of almost 2,000) within two weeks. Articles were written, social media discussion was had, and Marhulets made the fairly radical decision to turn Darq into his full-time job.
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