How do you motivate yourself for game design?

Started by
45 comments, last by jeskeca 9 years ago

Very good suggestions and advice, DanKennard, thank you smile.png . I feel a lot better about my problems after reading your text, and I wish you much luck to succeed in your personal projects.

Thanks TomSlopper as well, the idea of just starting to design and be motivated by what you create coming to life, is a good one, that I will put into practice.

Thanks Shpongle and DifferentName, moving a mountain one stone at a time, sounds a little less intimidating biggrin.png

Advertisement
To dreamer1896 all of you that answered his (her?) question: Thank you... Thank you so much. This question has repeatedly popped up throughout my life and I've always had to remind myself to "take a bite out of the elephant" rather than try and eat it whole.

These answers have been more enlightening to me than anything else in my live, regarding motivation. So I thank each and every one of you for taking the time out of your day (or night) to write here.

MusicMann96

I agree with MusicMann96, (I am a he by the way smile.png ), all your posts are very helpful, and I started to learn both Unity and UE4, to see the difference, and decide which one to use. I already own Axis Game Factory Pro, so that makes me lean towards Unity, but I'll see, since UE4 needs less programming knowledge.

Thank you all very much! And if you have any more game design motivation advice, please post it here, for me, but for others that need motivation as well. Google will point them in the right direction towards this helpful thread smile.png .

How to motivate your self in game design?
To me it's exactly like that but from a differen't perspecive. I like to create engines (or try).
Matrices and vectors and math in general is what interests me. Not the part about making a game.

Even thou I'm a developer (not gaming related) now for like 10 years I still like to create games as a hobby.

To OP. If you like what you do. Do it.

Most important thing is (if you wan't a career out of it) is to finish what you start.

I get sort of a "if game design was for you then motivation wouldn't be a problem" vibe from some of these responses, which I understand to a degree, but I don't think it's wholly fair. Depending on your background and existing skill set, the lack of motivation really stems from a "woah...where do I start" standpoint. (I would argue that this isn't really a lack of motivation, but a lack of direction.)

Here are my tips for staying active when starting out:

  • Start small...I mean really small. Start with 2D. Get simple collisions to work. Get a player to jump. Setup a walking animation and get a trigger working for it. This should keep things from being overwhelming while providing a sense of accomplishment (a great motivator!). This can also help you progress the breadth of your skill set more naturally. "What if the player could [X]?" "Now that he can shoot, let's give him something to shoot at."
  • Don't get hung up on assets (textures, models, etc.). You don't need anything more than primitives and simple image files to get things going. As you progress, you'll find simple Google searches or the Unity asset store will get you something to work with (and for cheap or even free).
  • Don't be afraid to let people see/play with your game. Feedback can provide great ideas that you may not have thought of yourself.
  • Stay active in the community, even if it's just browsing articles and message boards.
  • Play games! I find there is no greater motivator than playing a fantastic game.

I hope this helps. Stay at it!

From my point of view I'd say build a foundation for your game with the tools you already know.

(In my case that would be writing the story prior to creating the world with the help of other tools)

[sharedmedia=core:attachments:26707]

When I venture into unknown territory I'm often met with frustration and demotivation as long as the challenge is higher than my skill level in that field.

500px-Challenge_vs_skill.svg.png

Regarding the schedule I'd take John Cleese advice on creativity; set out a time and place to do the creative work. This means that you need to find an "oasis" where you will be left undisturbed for a period of time. Set a strict time interval for the work, about 2 hours in the beginning, where you will do nothing else but this creative work. Remember that you have to calm down in order to enter the creative state. It's simple in theory - but I've found that last part most crucial.

Things that I have found true which might relate to this:

* Inaction breeds doubt and fear.

* Follow your interest and you'll find yourself in interesting situations with interesting people - who find you interesting.

* Improve the situation instead of improving your mood. Progress will elevate your mood. Don't let days fly by because you are waiting for that moment when you feel "motivated"

* Work with other people - unless you're introverted.

*

Very good advice, Sidd, thank you.

Lots of good advice here.

Ill add that goals are an inferior source of motivation. Especially goals you can't finish by the end of the day. To paraphrase Scott Adams from his awesome book [1], if you work for goals you spend 90% of your life in a state of potential failure, with only fleeting moments of success.

Instead, just do what you love, and *dream* of what you may one day create. Succeed every day because you are already doing what you love to do.

choose to learn. Enjoy learning to program. Then enjoy programming. If you enjoy programming, and you do it alot, then software will come out.. Trust me.

Don't let those pesky goals get in the way and you will find yourself achieving more than you ever dreamed.

[1] how to fail at almost everything and still win big - http://www.amazon.com/How-Fail-Almost-Everything-Still/dp/1491518855

This topic is closed to new replies.

Advertisement