Quitting the Machine

About 18 months ago, I left a comfortable job to find something else, I was ready to leave the industry I spent years trying to get in, I didn’t understand why a job most people would call a dream job didn’t fur fill my creative needs, I had made it, worked for some of the biggest gaming companies in the world, so why did I feel so empty.

Why leave when everything looks fine from the outside?

AAA is a funny thing, from the outside it looks like the dream, big games, if you are lucky millions of people will actually play them, working alongside engineers and artists who are genuinely world-class, getting a steady salary with benefits while doing the thing you supposedly love, I’m not going to pretend it was great, it was.

But somewhere around year five or six, I noticed I’d stopped experimenting. Every technical decision had to be double or triple checked before it could be submitted. Every creative instinct would be ignored and replaced by something safe and familiar. I was creating the same systems I already made for my previous companies, just a different project and team.

But I always told my self “The salary is really good, this experience will look great on the CV, the pension and benefits are excellent. But inside my creativity was dying.”

That’s the thing nobody talks about when they romanticize studio life, it’s not bad, in fact it’s great, it’s comfortable enough to keep you from noticing that the ambition you had as a kid, has been quietly replaced by doing your day-to-day responsibilities.

Turns out the unknown is just as unknown as advertised.

When I left my last AAA job I didn’t really have any plans, I had a temporary contract to give me some time to find something else, but I never even thought about making a company, 1 contract turn into 2, and so on. I know I was really lucky to have savings, I didn’t need to get paid I could just save the money, when starting a company not having the constant pressure of having recurring revenue is amazing, about I also think having that pressure would have made me work harder.

Working on your own seems like a dream but many times you can feel at drift, I kept waking up at 7:30 am out of habit, sitting at my desk with a brew, and having absolutely nothing with a deadline attached to it. That sounds relaxing. It was briefly relaxing, and then it became quietly terrifying.

When you work for yourself anything you need, you need to do it, want a workstation build it, you could buy a pre-built, but the idea is to save as much money as possible, you need a server build it, you need accounting, in this case I do pay for it, but this is the great unknown, anything you need you will need to either do it or find someone who can do it.

Lack of Motivation

After sharing this blog on social media, I got some comments talking about the lack of motivation that some people felt while trying to do their own personal projects and I would like to address that from my experience with this project.

I immediately remembered a video I saw on youtube that tackles this issue from Toniko Pantoja called The Harsh Reality about Personal Projects in the Long Run , there is this misconception that creating games is easy and this couldn’t be farther from the truth, making a game requires a lot effort and specific skills, it is exactly like any other kind of project and when people find this out, that is usually when the motivation ends.

I have seen a lot of people talk about creating personal projects, how aspiring game devs should do them and how these projects can help you get a job in game dev and while I do think that it is true no one really talks about the enormous effort that it takes to do one of these projects outside of work, while still taking into account a healthy life style, having time for friends and family and also time for leisure and resting.

Toniko Pantoja – The Harsh Reality about Personal Projects in the Long Run

Decisions before starting

In the beginning of the project I had to think about that I would like to change in my process not to suffer from lack of motivation again, I have had multiple projects in the past where I start working on something and then quit after 1, 2 or 3 months due to lack of motivation.

One restriction that I had to keep in mind while creating this game was that I wouldn’t have much time to work on it, I’m currently working full time at a AAA studio and I have a family with the small child so usually I don’t have a lot of spare time, but I still wanted to create and finish a game. I started planning objectives I wanted to deliver first but I didn’t give them an end date because of the decision I took, I wanted to be flexible with myself and not feel pressured, I didn’t want to work on the game when I felt tired, I didn’t want to force myself to work on the game every day, I could just take a break without feeling about not reaching that weeks objectives.

One issue I now see with my decision is that because I don’t have end dates on my tasks (or official sprints) I don’t have information on how much time a task was overdue for delivery but I can get I rough idea from my GIT repository, of how many days I worked during a month, what did I work during that month and how many commits per day or per month I did in that time.

Tracking work tells a story

The development started on August last year and the first month had great promise, during the month of August I worked almost every day on the project. First interesting fact from the beginning of September till the 26th I didn’t do any work, I was on holidays and spent all my time with family, you may ask “why not keep working during that time to finish the game faster”, I didn’t want to feel pressured there is a time and place for everything, and it paid off, the next months October and November were great worked on the project almost every day, of course in December I noticed another drop in the amount of work but that was to be expected, as I was spending more time with family.

After New Year’s however I observed an interesting fact in January I didn’t work a lot on the game only 7 days and in February I didn’t do a single commit, I remember feeling tired at that time, I had to stop working on the project, instead I played a couple of games during that month I started and finished Moonlighter and Sparklite as homework for the game, I started feeling energetic again and in March I started working on the game again but I took it slowly only 9 days that month, and it worked yet again during April and May I worked almost every day during these two months.

No work done during February 2020 according to GIT

Conclusions

I’m pretty happy with progress of the game so far and I think there are 2 main reasons why I’m not feeling the lack of motivation on this development like other projects I had in the past, the decision that I took in the beginning not to have set dates for deliveries really helped me out through the development, I never felt pressured to do something, if I didn’t have time and if I had to take time for family I would just do it and then come back to work on the game again with more energy. I also didn’t try to force myself to work a specific amount of time each day, I would only work the time that I felt comfortable with, it could be 5 minutes or an hour but that would be it, no more.

These 2 decisions might seem to be the same but to me one is working to achieve a goal and the other is planning my life to schedule time to work, from my point of view they achieve different things and these 2 changes are there the biggest difference from other projects that I have done in the past and never finished.