Reaching the Next Level

This article is for all the aspiring developers such as myself who want to pull themselves up from the bottom and make truly great games; I recently checked a book out from the library that I’d like to recommend. It’s called Talent is Overrated by Geoff Colvin. The premise is simple, what separates world-class achievers from the rest of us isn’t simply hard work or innate talent. Rather, it’s the ability to apply the concept of deliberate practice to your craft. Colvin describes deliberate practice as a form of work which meets five criterion:

  1. It’s actively designed to improve performance
  2. It can be repeated a lot
  3. Feedback is continuously available
  4. It is highly demanding
  5. It isn’t much fun

First and foremost what’s interesting about this advice is that it’s so obvious. In fact, in one form or another people have been saying it for a while. However, I think it’s worth spending a moment to translate these steps to game development.

Challenge yourself

It’s obvious isn’t it? Stop making the same games over and over! Think that collision detection is really tough, then make a game which requires you to write a collision detection system. By pushing yourself in this manner you’ll expand your comfort zone effectively opening up new vistas for game design in the future.

Don’t bite off more than you can chew

We all have some grand game in our heads, you know the MMORG which will finally knock Blizzard to #2. However, for now it’s better to shelf that idea and concentrate on simpler ideas which can be completed in a few months. For instance, a game like Karl’s Kards is perfect in its scope; it’s something one man can complete over the course of a few weekends. Complete your game and move on. Assuming you follow the first rule, each game will give you valuable experience and make you a stronger developer.

Feedback, feedback, feedback

The sooner you finish your game the sooner you can push it out to a broader audience for feedback. I’m not simply talking about feedback on the gameplay mechanics but also feedback on your style of game development and design. We all need as much feedback as we can get and there’s no way to know whether our games will be well received or even find an audience. By releasing games at a fast clip you can spread the risk and correct course early. The worst thing imaginable would be to create awesome games that no one wanted to play!

Game development is supposed to be fun

I love to make games, actually scratch that. I love to make the first 80% or so of games. After that it’s a total pain! I’m sure you’re familiar with the 80/20 rule and I can assure you it’s true and applies to game development. For Shade I had a working prototype four months ago (yikes!) and a polished game two months ago. Still, it took two more months to really put a shine on things and I’m still not 100% satisfied! What I’m trying to say is that at a certain point you can’t keep ignoring that weird non-fatal bug or that poor UI experience, and unfortunately fixing all these things is a huge time sink and not nearly as fun as exploring new gameplay mechanics. Still, part of creating a finished game requires addressing the nitty gritty details.

Conclusion

Let’s put this all together. To reach the next level as a game developer you need to apply the concept of deliberate practice to your craft. If, like me, you’re a weekend warrior then it’s certainly tempting to rush off and code fun little demos each weekend, leaving a trail of half finished projects in your wake.

But, stop right there! When you set about your next project start by laying down some accountable goals. Create a schedule which roughly outlines your plans for development. Pick an idea which is intentionally outside your comfort zone. And please, please, bust your butt until you’ve got something your proud to show off!

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5 Comments

  1. Posted January 28, 2009 at 10:53 pm | Permalink

    What up alex? I want to first thank you for your feedback on my Psychedelic Farmer demo video….I don’t get alot of feedback so I always appreciate any comments/crticisms I can get. :)

    So you’re the guy who made the shade game! I was really impressed when I saw the video up on tigsource.com the other day. Also, just read a few articles when I was browsing your site, good stuff.

    Anyhow, thanks. I’ll see you on the flip side, time pants.

  2. Posted January 28, 2009 at 11:52 pm | Permalink

    Hey Eddie, thanks for stopping by and leaving a comment and the kind words! I really liked your idea and I hope you see it through. (For the record you can find it over at http://illogictree.com/psychedelic-farmer/) Anyway, I think feedback is hugely important so of course I want to give it when I can.

  3. Posted January 29, 2009 at 4:10 pm | Permalink

    Hi like the article, I’ve released my first game qbix and I certainly agree with your article, currently I’m working on an update to Qbix, it’s slow going but needs to be done!

  4. Posted January 29, 2009 at 4:41 pm | Permalink

    Hey Merx, congratulations on your game! You’re way ahead of me it seems :-) Creating an update for a game definitely sounds like all sweat and no fun! I’m sure it’s 80% bug fixes and other drudgery. But it shows how committed you are that you’re going through with it. Very professional. When you’re finished, I’d love to hear about some of your experiences creating the update and how you plan to communicate and push it to your customers.

  5. Posted February 1, 2009 at 7:52 pm | Permalink

    Yep for sure once you get the game working a huge amount of the rest of the time is making all the screens and then polishing everything and it can be a bit of a chore – but it’s a great feeling when there’s only a few things left to do and then they are done and you launch (I’m very close to that point right now).

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