START OFF BY INTRODUCING YOURSELF
Hi! I'm Kesha, and I'm a solo game developer. My journey to this point however, has been quite unusual.
I've founded two companies: the first created trailers for games, and the second developed mobile games. We even made it onto Apple's “Best Games of the Year” list in 2016 with one of our titles - Zebrainy ABCs.
Eventually, my second company got acquired by a large corporation, pulling me and my team into a big corporate environment. After two years there, I burned out. I got exhausted by processes and people, and I decided it was time to return to what I genuinely love: being creative.
I just sat down and began crafting everything by hand again. Programming, drawing, animating, just like I used to. That's how my game was born: a story where the main character embarks on a long journey, experiences burnout, and finds their way back to themselves through creativity. It’s a reflection of my own path, which, looking back, feels both funny and a little sad.
WHAT MADE YOU CHOOSE CONSTRUCT?
My first profession was video design, hence my first company made trailers for games. Back in those days, I made tons of trailers, but I always felt that video design was missing something. The interactive element, letting viewers control the animation themselves.
I used to think, “I wish there was software that allowed me to create games as easily as I make videos.” Programming felt like a completely different type of creativity, one that never quite resonated with me. To be honest, it actually intimidated me.
Then, years later, I stumbled upon Construct and instantly fell in love. It was literally the software I'd dreamed of. I sat down, and within a week, I'd created my first game prototype. I couldn't believe it.
At first glance, I felt that a lot of games made with Construct were visually simple, and I just couldn’t figure out why. The engine has enormous potential for stunning visuals; you just need to think about it differently. I took that as a personal challenge.
I wanted to show what Construct is truly capable of, hoping to inspire more developers to give it a try. And I feel like I've partly achieved this goal. When I show Beat Brush to other devs, they never believe it's built on Construct. And there weren't any complicated tricks either. I simply leveraged the engine’s built-in events and tools, without complicated scripts.
CAN YOU TELL US MORE ABOUT BEAT BRUSH?
Beat Brush is a game where you draw music. I developed an algorithm that transforms the act of drawing into melodies and built an entire music engine specifically for this project using Construct's tools. You control the music by how you move your brush. Its direction, speed, and position all contribute to the notes. It feels like musical improvisation or conducting an orchestra.
I used to watch my musician friends sit down at a piano and improvise melodies effortlessly, using music to relax and unwind. With Beat Brush, I aimed to recreate a similar experience but for people who’ve never touched an instrument.
You simply sit down and create harmonious, soothing music just by drawing. There's something genuinely magical about that.
Together with composer friends, we're creating 40 unique melodies specifically designed for Beat Brush's music engine. These aren't typical tracks; they’re musical "atoms" that blend seamlessly with each other.
Each melody has its own unique visual universe and drawing method too. Sometimes you’re painting grass across a field; other times, you're guiding а paper plane through the sky.
I decided this game would be about relaxation, not challenge, so gameplay in every level is extremely simple. You can't lose.
Despite the simplicity, every level is distinct with a unique melody, instrument, art style, and gameplay experience. For example, one level features casual arcade gameplay: popping paint-filled balloons with musical notes. On another level, you’ll find gentle puzzles, like guiding a beetle to an apple by drawing pathways through grass.
CAN YOU TELL US ABOUT YOUR INSPIRATION FOR BEAT BRUSH?
I've been fascinated by the human brain my whole life. I once gave a TEDx talk and even published a book called "Simply About the Brain," sharing how neuroscience can enhance your life, work, and relationships. I’ve always tried to apply this knowledge to make games that were subtly beneficial.
However, “useful games” often feel boring — no one wants to feel like they're being taught something while they play. People just want to relax. This contradiction resolved itself through my own burnout experience.
I discovered how much creativity helped me enter a flow state that healed and restored me. This inspired me to provide the easiest, shortest route to creativity for those who've never experienced it. I wanted everyone, regardless of whether they were an artist or musician, to feel the magic of entering a creative flow state through play.
WHAT HAS BEEN YOUR BIGGEST DEVELOPMENT HURDLE SO FAR?
It might sound funny, but the toughest part was explaining how to create music for the engine to the composers. There were multiple composers involved, and each of them went through a cycle from resistance to acceptance.
They needed to shift their mindset completely regarding music creation, and it took me countless hours to guide them through this process, and initially there was considerable pushback. I even wrote detailed documentation for the music engine and prepared special software to help them.
In the end, though, everyone loved the results. Even for the composers, there's magic in drawing your own music within a game.
DO YOU HAVE ANY MEMORABLE DEV STORIES?
I built the first Beat Brush prototype in just one day (thanks again, Construct!). When I ran it for the first time, I literally got goosebumps. That was the moment I knew I was ready to take a leap of faith — to leave the corporate world behind and step into the unknown, risking years on this project.
To this day, I'm still terrified it might not work out. But the feedback I've received from people has been overwhelmingly supportive. Their reactions tell me that something special and new was born here. But the reality of the gaming industry is harsh; the odds of succeeding on your first try are slim. Still, I'm pushing forward, because developing Beat Brush makes me genuinely happy.
DO YOU HAVE ANY ADVICE FOR PEOPLE DOING THEIR OWN GAME PROJECTS?
Think about how you'll talk about your game before you even start developing it. The shorter and catchier your concept is, the more likely people will talk about it.
I got lucky with Beat Brush. I can sum up the game in two words: draw music. And I instantly see that idea resonating with people.
Also, think about your project architecture right from the start. Once you have a successful prototype, get your architecture sorted immediately. It significantly reduces your risk.
And finally, localization. Please, for the sake of you and your players, make a comfortable localization system your top priority! A localized game is accessible to more players and can help you grow your game’s community.
ANY FINAL THOUGHTS?
It might look like I've managed to achieve a lot in life, but that's not the whole picture. The truth is, my life has been a series of endless failures. Only about 1% of what remains after those failures is meaningful enough to keep me going. But that tiny percentage is enough.
It doesn't really matter whether you achieve your dream or not. What's important is the path itself, and the meaningful experiences it gives you. In my opinion, that’s what truly changes your life for the better. Every path has value. You just need to keep moving.
Thanks for taking the time to read this, and if you’re interested, Beat Brush is available to wishlist now on Steam!