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It was discussed with my family (wife/kid) that this was going to be my near singular focus for a year, and it basically was. Luckily everyone was supportive be
by newobj 2y ago
It was discussed with my family (wife/kid) that this was going to be my near singular focus for a year, and it basically was. Luckily everyone was supportive because they knew how long I'd wanted to do this, and the fact that I already had a "good idea" with some proof on my hands certainly made it easier. Having traction helped convinced everyone, myself included, that it would be a worthwhile investment of time, and not just "fucking around in the basement." No one was disappointed that I was not getting another big tech job. I'd just spent 20 years in FAANG.
- Nition 2y agoHonestly very impressive to plan a one-year game project and have it take one year! How many planned features did you have to cut? ;)
- newobj 2y agoNone. What I delivered is what was in the contract.
- Nition 2y agoAwesome!
- em3rgent0rdr 2y agoWhat a concept. Like back in the cartridge game system era, where what the developers burned onto the ROM was the final game.
- p1necone 2y agoI think people doing gamedev who have/had a day job writing business software have a tendency to eschew all the boring scope/time management/actually shipping stuff because being able to just write the code you want and spend however long you want polishing it is so freeing. Seeing someone come from the corporate world to gamedev and seemingly carry over all the right lessons and keep the discipline is pretty awesome, kudos.
- johnnyanmac 2y agoIt's really hard even with coporate experience. But given that OP: 1. already had gamedev experience on top of tech experience 2. kept his technical scope very low for his assumed skill level (2d game, Godot engine for fast iterations, full-time focus and scheduling) 3. Was relatively stress-free in terms of his personal situation I can understand a pretty smooth development period.