We need to reach a wider audience and make Surface Pixel more approachable, focusing only one Windows 10 has hampered us more than we expected (though we knew it would be an up-hill battle). We are expanding our platforms and hope to reach a whole untapped user base, we are at least several months away from launching that though, stay tuned...
After launch, we pushed hard to grow the user base and get the word out there that Surface Pixel exists, growth has been frustratingly slow but still growing. After months of significant development, we launched a big update with new features like Story-boarding, Textures and more. Growth nearly tripled over-night and has sustained well. Users aren't really posting content much, arg!
After months of development, re-designs, re-structuring we finally had something that worked and was finally ready to go! Surface Pixel went live in the Microsoft Store!
A New Hope
Shortly after the disaster of my first developer I managed to find a second one who showed a lot of potential and at a decent price. With some bootstrapped funding and new developer we started rolling!
After years of concept designs, technology growth and some "extra" money, I was finally able to start development on Surface Pixel. The developer started off strong, but then completely fizzled out 4 months later and he quit. Time and Money completely wasted!
Before Surface Pixel there was TextureArchive.com, a website dedicated to providing textures for artists in the 3D industry, we also had other resources too like zBrush brushes, UV Maps and industry links. After launching TextureArchive I knew I wanted to build a portfolio platform, but it took me many years to full-fill my dream, 10 years in fact almost to the day!
Wanted to build an app that allowed artists to showcase the entire process of their artwork from initial concept sketches to the final piece in a timeline format.