Scratching the creative itch: lecturer Joe Kennett’s path in indie games

20 December 2024

Joe Kennett
Type: Text
Category: Interviews

It’s been a busy year for Joe Kennett. 2024 has seen him take on a new role as lecturer on Falmouth’s Indie Game Development MA (Online) course, while also returning to the games industry as a developer for Observer Interactive.

After a particularly intense few years as a founding member and 3D artist at Tiny Planet Games, Joe transitioned into lecturing, thinking he’d never look back. He went on to teach game art courses at several institutions across the north of England before the lure of creating games once again called him back. Now, as an environment artist at Observer Interactive, Joe balances this role alongside lecturing on the Indie Game Development (IGD) course.

We caught up with Joe to explore his passion for games, how it feels to be back in development, and to hear about his first term teaching online is going.

When did you know you wanted to make games?

I've been around video games for as long as I can remember. While we didn't have a console at home, I grew up playing my grandmother's SEGA Megadrive and my cousin's PlayStation. I spent countless hours in my early years glued to games like Spyro, Sonic, Rayman and, probably inappropriately, Metal Gear Solid. I was five in December 2001 when I was given my own console — a PlayStation 2 with a copy of Jak & Daxter — and from that moment on, I was completely absorbed in games.

I think I always knew this is what I wanted to do with my life, but it really cemented itself in 2004, which saw the release of games like Monster Hunter, Halo 2, Metal Gear Solid 3 and World of Warcraft. These games remain hugely influential to me, even today. They gave me an understanding of what great games were, even if I didn’t fully understand why. That understanding began to develop later with titles like The Elder Scrolls IV: Oblivion, World of Warcraft: Wrath of the Lich King and Dark Souls. These allowed me to rationally analyse design decisions based on the exceptional games that came before.

What gave me the clearest vision of all, though, wasn’t even a game; it was Indie Game: The Movie — a 2012 documentary focusing on three titles that played a pivotal role in the indie game boom of the time. Watching the trials and tribulations of the development of Fez, Braid and The Binding of Isaac showed me exactly what I wanted to do with my life.

You've recently gone back into making games after lecturing exclusively for a few years—how have you found it?

When I found lecturing in 2018, it was at the end of a particularly challenging year of 'pot-noodle-budget' development. I quickly fell in love with the role and spent five years thinking I’d never return to full-time development. I thought quick contracts and personal projects would be enough to scratch my creative itch. That wasn’t to last, though, as earlier this year I was approached by some close friends and talented developers to join Observer Interactive.

Joe Kennett

Video above showing some of Joe's environment work.

Transitioning back was easy skills-wise, as I never let my technical skills lapse. However, I’d forgotten just how intense it can be working on something so many people depend on for its success. That said, I’d also forgotten how incredible it feels to collaborate with a team of creatives entirely focused on creating something amazing. Currently, we’re working on our debut IP: Good Boy. We’re not quite ready to make major announcements yet, but you can catch a glimpse of it on our website!

What are you enjoying most about lecturing on Indie Games Development?

Lecturing on IGD has been an absolute pleasure! It’s a wonderful opportunity to engage with and shape the personal development of others. The module has exposed me to countless angles of creativity from a diverse cohort, and I hope I’ve helped steer them towards their individual paths as indie developers. My favourite part, by far, is the rapid ideation sprints, where learners build small games focused on fun over two-week periods. I’ve seen some incredible projects emerge and can’t wait to see more.

What are your favourite kinds of scenes to build as an environment artist?

I am an environment artist in my (other) day job at Observer, which typically involves placing little flowers and rocks around the game world to make it look pretty. At least, that's what I like to tell people. In reality, it’s long hours of composition, lighting tweaks, atmospheric values, and colour balancing.

My favourite kinds of environments are, fortunately, what I’m working on for Good Boy! I love creating open spaces that call players to explore without explicit prompts. I aim to build worlds that show rather than tell, with big open fields, rolling hills and winding rivers being particular favourites.

good boy

What games and gaming trends are you loving at the moment?

Sadly, I’ve been too busy to sink my teeth into anything hefty, so I’ve been dabbling with World of Warcraft: Classic, League of Legends and Grounded. I’m also replaying Pillars of Eternity in preparation for Avowed, though progress is slow with limited playtime.

As for trends, I’m excited that no one has topped Outer Wilds yet. It’s an unparalleled experience and the only game I’ve played that made me think, “Only a video game could make me feel this way.” If you haven’t played it, don’t Google it—just spend the ten pounds and let it redefine your opinion of media. Speaking generally, historically games have only gotten better over time, so I'm extremely excited to see what can top that.

Genre-wise, I’m eagerly waiting for more high-quality Souls-like games. Many titles have come close to FromSoftware’s quality, but none quite at their level. It’s bound to happen eventually, though!

 

External links

https://observerinteractive.com/

https://uk.linkedin.com/in/joe-kennett-712576149

https://www.artstation.com/joekennett

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