Aerial_Knight's Never Yield (PC, Series X|S, XB1, Switch, PS5, PS4, Android, iOS) (Black game dev)

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STORY

Take the role of Wally. A mysterious character that has recovered what was taken from him. Hopefully, you're fast enough to outrun your enemies. Expose the truth and try to uncover the mystery of what happened to them. With an average runtime of an action movie (about an hour and a half on Normal), this action-packed adventure can be enjoyed in an afternoon.

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GAMEPLAY
Aerial_Knight's Never Yield is a 3D side-scroller that plays much like a classic endless runner. The game has an interesting story that keeps players always in motion. Run, Jump, Slide or "Dash" for acrobatic variants leading to dope combinations and avoid the challenges that await. Aerial_Knight's Never Yield is being built for players who love to speedrun games while being an experience that casual players will enjoy as well.

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SOUNDTRACK
This Soundtrack for Aerial_Knight's Never Yield is being done by "Danime-Sama" A Detroit artist with vocals from artists from all over the world.

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NOTE FROM THE DEV
This project began as just a passion project I started on my own to create something familiar but new for this generation of gamers while highlighting aspects of a culture that is often overlooked. I really hope you enjoy the game once its released and follow my journey to create new and interesting games

- Aerial_Knight





NEIL JONES "AERIAL_KNIGHT"

https://twitter.com/aerial_knight


 
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Reppin
Lwo Lakeset
Black breh made this been meaning to post a thread on it but keep forgetting.

Demo any good?
He said he was releasing an updated demo so I was waiting for that
 

Afro

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Been on my wishlist for a long time now, gonna support :ehh:
 
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Aerial Knight's Never Yield: A solo developer's journey of self-actualization


Aerial Knight's Never Yield: A solo developer's journey of self-actualization
Neil Jones' journey led him from industry rejection to independent success
Jeffrey Rousseau

Staff Writer

Monday 24th May 2021

Ten years. That is the amount of time that Neil Jones, lead/solo developer of Aerial Knight's Never Yield has attempted to break into the games industry.

Speaking with GamesIndustry.biz recently, the Detroit-based developer doesn't shy from sharing this fact when talking about his motivation for developing Never Yield, which launched on all major platforms this month.

He was told repeatedly by studios that he wasn't good enough to be hired. Despite this, his journey led him to be featured on Nintendo's Indie World showcase this past April.

Jones' story echoes that of many who are unable to break into the industry. It also speaks to the fact that Black people only account for 2% of the industry, as reported by the IGDA.

He shares that he was frustrated as the industry just wasn't welcoming to him. So, he decided to develop Never Yield entirely by himself as a "last hurrah."


Neil Jones, developer of Aerial Knight's Never Yield

"This was supposed to be my last game, I took a shot in the dark, I was frustrated with the games industry," Jones says.

"I was kind of fed up with the hiring process and trying to get a job. I just kind of came up with this idea. I said to myself, if people like this game then I know that I'm supposed to be doing this."

Jones further explains, were the game to launch and no one liked it, he still would be satisfied. He would move on to "other passions and industries that are more welcoming. Luckily people like it."

He also acknowledged that as a game made by a Black person, it would be "for the culture."

Jones understands that games featuring Black characters are still far and few in between. So, a game created by a Black developer, starring a Black character, would garner attention.

"When you play the game, you get a sense of the things I like and the style I try to have," Jones says.

To that end, Never Yield's art, design, stylistic choices, and cultural references were chosen deliberately over its two-and-a-half years of development.

"This was supposed to be my last game, I took a shot in the dark, I was frustrated with the games industry"

When speaking of receiving platform support, Jones mentions that ID@Xbox was the first to reach out to him regarding the game.

"Xbox was the first ones to reach out and say, 'Hey we would like to help you.' ID@Xbox has a lot of Black employees that are on Black Twitter and Black game Twitter. They reached out to me before anyone else."

Jones soon thereafter found a publisher after showing a collage of his prototype during The Media Indie Exchange (MIX) showcase. Afterwards, he says "a bunch of publishers reached out" to him showing interest in the title. He recounts that the one company that stood out to him was publisher Headup Games. The publisher presented goals for him and Never Yield that aligned with what he envisioned from the start.

"I still own the IP and everything about the game. That's the reason I partnered with them. Headup helped me with porting to consoles," Jones explains.



Not long thereafter, Headup was in contact with Nintendo about its Indie World Showcase and Jones was excited to be featured. He recalls that when providing the script for his segment introducing Never Yield he wanted to be honest.

"They don't know but if they rejected that script? I wouldn't have done it," he says. Jones adds that this was a moment where he was sharing his story and his game to many. He expresses that he wanted to be nothing but his authentic self.

The feature was accepted and Never Yield had the second longest segment of any game in the showcase, which has been viewed on YouTube almost 10.4 million times in less than two months. As Jones reflects on the positive feedback to the showcase appearance, he "felt something" as both he and Never Yield lead composer Daniel Wilkins were processing the new level of attention.

"In regards to the Nintendo thing, numbers get so high you can't even comprehend them anymore," Jones says.

As the newfound attention subsided, Jones wanted to know what's next for him to promote and or advocate for the game. He notes that he is constantly worried about the next goal for himself and the title.

While acknowledging attention is good, the developer says that "it doesn't matter if people don't go out and buy the game".

With that thought in mind, Jones made sure to express during his press work that he is only speaking for himself, not Black people as a whole. But also making sure people understand that Black people are making games and that he himself isn't special.


"They don't know but if they rejected that script? I wouldn't have done it"

Jones pauses to reflect on all the attention he's received and says that there are other Black developers in the same position as he had been for the past 10 years. The only difference being that their work hasn't received as much attention.

"There are so many other black people who should been in this spot, who are way better than me doing these things," Jones says.

"The fact that I'm here and I'm seen as maybe the first in some cases -- special -- is the issue. I shouldn't be anything special. It's one step at a time in fixing it, we got to do better."

As Jones reflects on the games industry's ongoing struggles with diversity and inclusion, he recalls two interactions to his personal developer story that stand out.

In one case, Jones watched as a non-Black streamer was shocked at their community's highly negative reactions when he was on screen during the Nintendo Indie showcase. The other instance involved replies to an interview he conducted, in which people largely questioned the validity of him being rejected from industry jobs for 10 years.

Jones takes this in stride along with his other experiences as he looks back at the work that has led him to releasing Never Yield.

"I think I've worked on two [games] that came out and 25 that never got finished," he recalls.

"Over 10 years, projects mostly don't go anywhere and you use those aspects on the next project. And I've mainly used them as learning experiences."

Jones does admit that the time from development to eventual release of Never Yield was mostly a positive one. When thinking on the matter of his personal frustrations, he said that the constant need to prove himself was the only one.

"There was this situation where I had to prove that I was worthy of an interview to somebody. I was like "Never mind," Jones shares.

"They always ask you why are you here, it's so weird in the games industry, how they make these rules and then they change them. I feel like the goal post constantly kept moving."

He mentions that these experiences are just a part of his journey he doesn't look back upon much.

When speaking about his decision to put his screen name on the game, Jones says it's a reaction to the fact that people don't know who works on the titles that they play.

"I think all game devs need to claim their work. You're doing all this amazing work and no one knows who you are," Jones explains.

"I think all game devs need to claim their work. You're doing all this amazing work and no one knows who you are"

During development, Jones said knowing his name was on the game gave him added incentive "to make it perfect and make sure it's yours."

When looking back at what drove his passion project, Jones recalls the words of his high school coach, "If things don't change, they remain the same unless you change them."

"It grew out of frustration. It was for me, for myself to say I was good enough, even if I don't get a job from this game. It proved to myself I was good enough, when they kept telling me when I wasn't," Jones said.

Jones further explained that he found himself in a loop as he constantly tried to find work at major studios in the industry. He would apply, not get hired, try to refine his talents more, and so on.

That's when he remembered his coach's advice and found his breakthrough motivation for development. Jones advises other marginalized developers to do the same and reassess the options available to them.

"Do something different, make the game yourself, go work with a team or small community, focus on something that isn't game development," Jones shares.

"I found a little success with app development, working at studios making non-game related things. Try something like that to get you out of that endless loop, because what do you have to lose, right?"
 
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Neil Jones’ Single-Minded Journey to Game Development | The Indie Game Website


Neil Jones’ Single-Minded Journey to Game Development
Hirun Cryer
on July 22, 2021 at 3:00 pm

For Neil Jones, Aerial_Knight’s Never Yield was supposed to look like a game made by one person. “The whole point of this game was [to get people to] look at this game that someone made on their own, with pretty much no money, who the games industry said kinda wasn’t good enough, [and have them] imagine what they coulda did if they were given an opportunity or a budget,” says Jones aka Aerial_Knight, a sense of assuredness and conviction latching onto his every word. Single-minded in his determination to make this point with Never Yield, it feels like he’s shouldering the burden of rejection from an industry that couldn’t seem to find a place for him.

Yet it can be really hard for an indie game to stand out and make its mark. That goes double for a title shown during a Nintendo Direct, where tons of games can potentially be folded into a highlight reel that lasts merely a few minutes.

But when Aerial_Knight’s Never Yield took the digital stage during a Nintendo Direct earlier this year in April, I was positively floored.

Never Yield is, in a nutshell, an endless runner, where the player goes sprinting headlong through an impeccably stylish recreation of futuristic Detroit. Its eye-popping visuals are backed by an electrifying jazz soundtrack, turning the endless runner into a feast for the senses. Aerial_Knight’s Never Yield wowed me during its minute-long presentation in Nintendo’s Direct, so I was amazed to find out it was developed entirely by one person.

One-man team
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Immediately after Never Yield’s flashy trailer, Jones appeared in-person through a pre-recorded presentation, an aura of cool calmness enveloping Jones, with the developer speaking in smooth, self-assured tones. I was immediately won over by Jones’s incredibly laid-back presentation, hungry to find out more about the game itself and the developer creating this vision of futuristic Detroit on his own.

Yet from Jones’s point of view, the clip came at just about the worst time possible. “You can see in the clip, where I was real soft spoken and just trying to get through it,” Jones explains, telling me of his exhaustion recording the presentation for Nintendo as he was staying up “pretty much all night” in an effort to get Never Yield done. If Jones was utterly spent during the presentation, it was hard to tell, as the impression myself and many others had of him was one of passion and determination.

Where it began
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Aerial_Knight’s Never Yield is set in Detroit, and for Jones, that’s where it all starts. Raised by his grandmother, a young Jones would hang out in his family-run bar, stealing quarters to spend on arcade cabinets in the back of the bar. “But she also had a Sega Genesis, for her,” Jones explains, telling me how he’d sit there and play Bejewelled with his grandma, eventually expanding to other games like Sonic. There’s a fondness in Jones’s voice as he regales this time in his life, and one immediately gets the sense it was a transformative period for the younger Jones.

Jones would store up this video game knowledge and history for high school. The developer explains he wasn’t really good at anything then: a potential problem when students were faced with the daunting choice of choosing what future to embark on upon graduation. He eventually settled on something relating to gaming and card games, and ended up paying attention to an ad on TV recruiting developers for tightening up specific aspects of games.

“I fell for it,” says Jones, with a resigned tone.

Eventually, he ended up attending a for-profit school, a place that he didn’t actually enjoy attending all that much. That’s not a rare line of thought in the U.S., where a study conducted earlier this year revealed that only 37% of Americans over 18 believed that for-profit education was worth the cost. However, Jones does point to his time there as pushing him towards game development as a full-time occupation, with the teenager putting a positive spin on a decidedly negative period in his life.

Doing things differently
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But by embarking on a career in software development, Jones was, in an unexpected twist, perfectly positioned in Detroit to gain some quick games development experience. “Here in Detroit we have smaller companies who do stuff for the auto shows,” says Jones, reflecting on how he’d help construct apps specifically for trade shows. It was a job that, in his own words, was low-paying “grunt work,” but crucially kept the aspiring developer in the tech sector. Through this, Jones would use programs that were also utilised for game development in studios elsewhere. While he wasn’t necessarily in the exact field he wanted to be, it was still valuable experience.

All this time however, Jones was applying for jobs “pretty much non-stop”. Yet he just wasn’t hearing back from anyone. Although the developer was repeatedly picking up the “grunt work” contracts at smaller app-based firms, in an effort to bolster his portfolio and hone his skills using game development software, he wasn’t breaking into this space through the traditional route of joining an established studio. However, Jones was determined to see this through. Even if this means he wasn’t getting the jobs he wanted, he wasn’t above taking lower paid, less beneficial jobs to bolster his experience and knowledge.

That’s perhaps why Jones sees himself as an underdog. This notion of striking out on his own through Never Yield, especially after being rejected from internships despite over a decade of experience in this less trodden path of game development, means Jones often has to shoulder the responsibilities no one else would give him.

“The whole point of this game was [to get people to] look at this game that someone made on their own, with pretty much no money, who the games industry said kinda wasn’t good enough, [and have them] imagine what they coulda did if they were given an opportunity or a budget.”

Compounding this is also a growing frustration with games themselves. To Aerial_Knight himself, Never Yield is a game unashamedly made for the developer, by the developer: a response to growing industry trends that the developer himself doesn’t like. As a solo developer, Jones says that Never Yield was partially inspired by his observations that games are no longer short, sweet experiences, but hundred-hour epics with expansive branching narratives—built off the back of hundreds of people and many millions of dollars.

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This mix of reasons was exactly why Dead Art Games—a studio that Jones founded with a friend, Daniel Wilkins, who he would later collaborate with on Never Yield’s music—came about, which was a few years before the development of Never Yield itself. Off the back of nearly ten years working on apps and freelancing for indie games, Jones explained that “Dead Art” was to be the studio’s entire branding and public image.

But there’s another obstacle that would soon greet Jones: the Kickstarter campaign for his original game in Dead Art would never meet its goal, however, despite the fact that the game—an action-adventure game named Clique—actually found a few fans. “It probably worked out for the best,” says Jones with zero hesitation, pointing to his doubts, in hindsight, that this game wasn’t the right game for the duo to be developing at that time.

“The game itself was about a little Black girl who grew up in Detroit or a Detroit-like area,” says Jones. It would involve the protagonist escaping her real-life struggles by physically jumping into games, with players soon taking on the role of the main character themselves. But the project itself was “way out of scope,” according to Jones; not only would the game have taken too long to develop between Jones and Wilkins, the Kickstarter funding would have been far too low to fulfil development requirements, even if it had been met.

“The theming of the game back then at the time was important, and would have covered a lot of important topics,” says Jones. “But it would have been talking about a lot of trauma and things like that that wouldn’t have held up,” the developer continues. This debut project from Dead Art Games was on an entirely different tangent to Never Yield. Now Jones wants to, in his own words, focus on the “cool” stuff, rather than a project that’s going to make people confront a lot of difficult topics.

The turning of tides
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These painful lessons from Dead Art’s demise only added to Jones’ eventual ambition to focus on making a tightly focused game as a solo developer. One such lesson was scope, with Jones wanting to settle on a project that, if it came down to it, could be developed entirely by himself. Take for instance the lack of dialogue and text in Never Yield’s narrative, which came from a combination of Jones’ vision and budget constraints. It came together with Jones’ reluctance to deal with voiceover work, but also his vision to appeal to a wider audience on Steam and Itch.io with an entirely visual story: two platforms which Jones was originally exclusively developing for with Never Yield.

Without Jones’ knowledge, however, the tides were gradually turning for him. Things started to change when Jones cut together an eye-catching trailer for Never Yield in just two nights, after being asked to submit a clip for the Black Voices in Gaming event. It was such an impressive stint that multiple publishers reached out to Jones with the offer of publishing Aerial_Knight’s Never Yield, immediately after seeing the trailer—complete with Never Yield’s now signature eye-popping visuals and eclectic soundtrack.

Given how quickly publishers came knocking on Jones’s door, one may think that Jones was soon overwhelmed by some sort of vindication after being largely ignored by the games industry. However, Jones didn’t entirely like what he was hearing from them. “I was kinda over publishers,” he explains, adding that although he’s no lawyer, he “can read a contract,” with a wry smile. That said, one publisher stood out from the crowd: Headup Games. Jones received a letter from Headup Games that won him over, as he discovered that the publisher’s goals for the game—which is to drive home the point of developing a game on his own without putting profits first perfectly aligned with what he wanted from Never Yield.

And the avalanche of opportunities just kept beckoning. With the Nintendo Direct, where Jones appeared in person to reveal his passion project, Jones revealed that Nintendo reached out to him about featuring Never Yield in the forthcoming Nintendo Direct Mini via a 60 second video presentation. And as it turns out, the developer wasn’t even fazed by the invitation. “I don’t really like looking into stuff like that,” Jones explains, saying that he prefers to go along with a “if it happens, it happens” mentality.

Carving his own niche
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Jones’s single-mindedness and tenacity also meant that even Nintendo—a billion-dollar company—couldn’t hamper his vision for Never Yield. In recording the presentation, Jones had to submit a script to Nintendo for approval beforehand. “If they tried to say ‘I can’t say this’ or censor what I wanted to say, I was gonna pass on it,” Jones says, fully prepared to walk away from the opportunity. To that end, Nintendo only had one feedback for Jones: the way he pronounced “Nintendo Switch.”

I had to wonder what Jones’ next venture after Never Yield could be. “Yeah I think I’m done with contracting work,” Jones said with zero hesitation. Right now, he’s working on a few smaller products for different smaller studios, as well as building his own prototypes of his own. While he’s still waiting to see how Never Yield will be received by audiences around the world, one thing is absolutely certain: “Aerial_Knight” is no longer looking for his place in this industry. Instead, he’s now carving one out of his own.
 
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