You made the decision.
You’re going to make a game. You’re going to create a piece of entertainment of your own, whether it’s just something for you and your friends to enjoy or something you intend to publish and make available for a wider audience.
It’s easy to get stressed. Even the simplest . . . → Read More: You’ve Decided to Make a Game; Enjoy the Process
Yesterday while listening to an audiobook, I learned that F. Scott Fitzgerald died thinking that his greatest work was a failure.
He earned just $2,000 from The Great Gatsby. In today’s money, it represents a bit more, and he was in the top 1% of income earners in his time, but this was his . . . → Read More: The Great Gatsby Was a Flop; How’s Your Game?
When I started out as an indie game developer, I found a home on the Internet. It was a set of forums dedicated not just to game development but also to making a living from it.
And while daily online communication, or maybe just procrastination, was helpful, it was nothing compared to the monthly . . . → Read More: How to Find Indies in Iowa
Since I am a part-time indie game developer, I am highly aware that the time I spend on game development tends to be a very significant function of my output.
If my other responsibilities are great, and I don’t consciously make an effort, maybe I’ll only get a couple of hours of work in. . . . → Read More: Setting Effort-based Goals vs Outcome-based Goals
I used to have a QBasic game review site, which meant I was part of a small group of sites dedicated to playing and reviewing games made by a small community on the relatively young Internet.
Surprisingly that effort translated into a little bit of paying work when I found out that Game Tunnel . . . → Read More: Anyone Can Create, and They Do: Your Design Choices Matter