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Finishing my first game while working full-time

jasont.co

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Re: Finishing my first game while working full-time

#31
post #23

Good tips... but in reality if you're working full-time (especially in a software related role), you may find yourself depleted before you get to the keyboard. It took us 5 years to finish our game (everyone started from 0 knowledge on how to make games, so it was a rocky road), and for the last 1.5-2 years my life was absolute hell. I'd push hard at work for 9 hours a day, eat, then push hard on the side project for…

What I learned from other people who have success in their side projects is to choose a workplace that allows you to do a sub 40 hour work week. Of course you would have to live a tad more simply than your standard upper-middle class software guy.

> Of course you would have to live a tad more simply than your standard upper-middle class software guy.

Actually, many software jobs are like that. All it requires is for you to not be ambitious to create. You can have very good salary in many companies while slacking a lot. Sometimes you might have to be in office for a lot of hours, meaning doing leisure, socialization and side project in the office.

Re: Finishing my first game while working full-time

#32
Here are my side project tips:

1) As the article states, work on your side project first in the morning before your work. You will be too tired after work. Yes, this means your not really giving 100% at work. Hopefully your good enough at your job that this is OK.

2) Create little task lists, with short little tasks... Then knock those tasks out one by one. If you find yourself procrastinating about some task do another little task first, then later make a quick spur of the moment decision to go do the procrastination task.

3) It's OK to dream about the best case scenario, but also have realistic side goals: "worst case scenario, I've built a cool engine for my next project."

4) DO create the right amount of tests (too little and your going to be creating buggy crap code, too many and you're bogged down updating your tests constantly)... get a feel for what your right amount is.

5) Don't type so much, think more... think through designs... use paper, be messy and redraw... all of this is faster than building the wrong thing.

6) I think its OK to be quirky. Make the thing YOU want to make. This is another way to monetize: your mental health is worth a lot and personally I find bringing shit that I want to exist into the world just the way I want them to be is a good trick for staying happy.

Re: Finishing my first game while working full-time

#34
Not discussed in the article: You have to have the support of the people in your life this will impact. For example, the 7-9am timeslot for working, as listed in the article, will impact my family, as that is when I'm getting the kids up and off to school. OK, so I could move it to 5am to 7am, but that would mean I'd need to go to bed earlier, which eliminates important evening time with my wife. Similarly, I could do it from 8pm to 10pm, but that also affects my relationship with my wife, and my social life in general.

This isn't to say that people with a family can't do these things, but that you need to acknowledge the impact it will have on other people, and plan with them to make it work. For example, I often make the time for my wife to work on her novels between 7pm and 9pm. I get the kids to bed and do some cleaning, while she writes, and we still get to connect before sleep.

Re: Finishing my first game while working full-time

#35

Good tips... but in reality if you're working full-time (especially in a software related role), you may find yourself depleted before you get to the keyboard. It took us 5 years to finish our game (everyone started from 0 knowledge on how to make games, so it was a rocky road), and for the last 1.5-2 years my life was absolute hell. I'd push hard at work for 9 hours a day, eat, then push hard on the side project for…

> Practice _finishing_. You can do more and more later.

This struck me. Thank you for the reminder.

Re: Finishing my first game while working full-time

#36

Good tips... but in reality if you're working full-time (especially in a software related role), you may find yourself depleted before you get to the keyboard. It took us 5 years to finish our game (everyone started from 0 knowledge on how to make games, so it was a rocky road), and for the last 1.5-2 years my life was absolute hell. I'd push hard at work for 9 hours a day, eat, then push hard on the side project for…

> I'd push hard at work for 9 hours a day, eat, then push hard on the side project for 8-9 hours a day, sleep, wake up, and just keep going. One day a week maybe I'd just sleep. No wonder you feel like hell, where is time for people, leisure, exercising and all the other activities that will help you move faster by feeling better? The true optimization for becoming a more efficient person is to do less of the thing y…

This has been my line of thought for a while. You spend a minimum of 8 hours working, and ideally you get 6-8 hours of sleep. Let’s say you have a couple more daily responsibilities that take 2-4 (could be commute, cleaning, some other maintenance).

There’s almost no time to do anything, and some of the hours you have left may be at non-prime times of the day.

> The true optimization for becoming a more efficient person is to do less of the thing you're doing most of, and do more of the other stuff you do less of.

The problem is this means sleep or work. I’ve opted for the former, and suffer for it. Sacrificing working, at least any notable amount, just means trading time-loss for money-loss which may or may not work depending on person.

Re: Finishing my first game while working full-time

#37

I did this for my first Steam game, which let me go full-time back in 2015 as an indie game developer and where I still am today. [1] I'd get up early and get a few hours in before my more ordinary programming work as a Python backend developer at a fintech startup. And then on Saturdays I'd get something more like a normal days work done on the project. It worked, and I'm glad I did it, but it definitely was a tempo…

> my more ordinary programming work as a Python backend developer

Did you use Python for your game as well? This looks really cool - congratulations on making the leap to full time.

Re: Finishing my first game while working full-time

#38
Thanks for the write up and congratulations on publishing the game. Looks great and can't wait to give it a try.

One of the keys to your success seemed to be that consistent, early morning routine. I've often find myself trying to hack on side projects in the evening, after much of my energy is already zapped. Even if I do have a highly productive session coding into the wee hours of the night, the next day will be ruined by lack of sleep, and as someone with a family it's too detrimental.

But when I am working in the mornings, once I'm awake and at my keyboard, I'm much more productive. Sometimes, it's hard to stop! But, leaving yourself a cliffhanger is also a great way to build excitement to jump back in the next day.

Re: Finishing my first game while working full-time

#39

Good tips... but in reality if you're working full-time (especially in a software related role), you may find yourself depleted before you get to the keyboard. It took us 5 years to finish our game (everyone started from 0 knowledge on how to make games, so it was a rocky road), and for the last 1.5-2 years my life was absolute hell. I'd push hard at work for 9 hours a day, eat, then push hard on the side project for…

Just out of curiosity, when you spent 9 hours at work, was that in a software field? If so, why would you choose to do the same thing 18 hours a day for 5 years?

> Just out of curiosity, when you spent 9 hours at work, was that in a software field?

Yes, however the day job and night project were _completely_ different disciplines. Someone wrote that gamedev isn't really software engineering... I'd agree with that (not putting it down, but its not like anything I've done).

> If so, why would you choose to do the same thing 18 hours a day for 5 years?

Those long days came in the last 1.5-2 years. Why? I don't think we would have finished otherwise, or at least not anytime soon.

We found that momentum for us was critical. If we took it easy, then it slow days would turn into slow weeks and it would turn into slow months. We wanted to finish at some point. Even when we had a slow week or day, or when we'd go do something that wasn't the game, there would be a shadow of guilt that we are not finishing. I think that is personal, everyone does this differently.

And the second why? The reward loop of doing something with a realtime 3D game is simply joyous. I would sometimes have _so much fun_ making the game that on the good days I dreamt of quitting the day job and starting up a studio full time.

When the dust settled though, it took me almost a year to think about using the computer at home for anything other than playing a game or reading news / experimenting with homelab stuff. The burnout was harsh.

I don't regret it... but I'll never do it like that again.

Re: Finishing my first game while working full-time

#40
post #25

I don't work on personal projects on my own time, but I do work a part time hourly job alongside my software engineering job. I've found for me this is an essential part of my mental health. My arrangement offers up a little more variety than I'd otherwise have and allows me to work with another group of people in a totally different domain. Also, I've found the best opportunities come through word-of-mouth connectio…

For many years, I worked at the Park Slope Food Cooperative (https://www.foodcoop.com/) several hours a month, which was a great orthogonal use of my mind. I started as a box-breaker, got promoted to an olive processor and finally became squad leader for Olives & Cheeses. The whole experience was like using a completely different part of my brain.

They tried to get me to join their technology group, which i rejected :-)

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