Jump to content
  • Advertisement
  • entries
  • comments
  • views

Balancing risk and motivation

Sign in to follow this  
Mike Bossy


As Evelyn said in her response to my last entry, starting out alone can be a huge risk. Giving up a paying job to foster your own ambitions can be very difficult. I know a lot of people who have left great paying jobs in the industry to start out on their own only to come crawling back a year later. They left to do everything from wanting to do web based games by themslves to starting a studio to tackle the AAA world. I have always envied their determination to try it on their own even if I didn't envy the situation they were getting themselves into. I am not as much of a risk taker so I fit into the mold of the side project type.

The problem that I always ran into in the past was keeping projects on track. Whether it was caused by waning motivation or real life getting in the way, I always have had problems finishing projects. I'm sure this is not an alien subject to many people. This time I wanted to make sure that didn't happen. So far I've been working on my project for 4 months and not only am I still motivated but my progress has been great. I think these two facts are inclusive and why I am having greater success.

So what has been different this time around that have allowed me to keep motivated and on track? I think it can be wittled down into 2 basic points:

1. Set acheivable goals which allow you to see constant progress.

I have never been to type to want to create my own MMORPG or major console blockbuster. My time in the industry has at the very least allowed my to be somewhat realistic with my goals. I know the work involved in creating even small games is massive.

Even taking on small projects doesn't keep progress at least "visible". I've been doing my best to better track progress so it's not just the flashy graphical work items that are noticed and remembered. It's amazing how just keeping a spreadsheet that logs the tasks completed and time spent on each gives you something to be proud of.

2. Get on a schedule and keep it.

In the past the amount of work I'd put in on a side project would vary greatly from week to week. This meant big highs and big lows as far as emotions go. This time I wanted to smooth that out so I've implemented what I call the 45 minute work day. Each morning before going to my full time day job I go to my favorite local coffee shop and sit down to work for 45 minutes to an hour. Since I have to show up at my real job at a reasonable hour I'm time boxed with how much work I can get in. For this reason I feel motivated to get down to work right away. After all I can surk the GDNet forums when I get to work :)

So far everything has been working great on my current project. It is a small casual game that is surprisingly close to useable even though the total development time made up of 45 minute chunks is only approaching 80 hours.

Sign in to follow this  

1 Comment

Recommended Comments

Guest Anonymous Poster


2 entries and I already like this journal. But throw us a bone and give some details on your project! And some screenshots. Please?

Share this comment

Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!