Do you ever feel hopeless?

Hello forum,

I’ve been developing games with unity 3d for 2 years now and have yet to finish a game. Over the course of months, I find myself delving into a project only to lose momentum soon after. I feel as though, I often produce much less than I imagined(and certainly much slower). I find myself having little to no incentive to write code for my games, draw or any other sort of assemblies while working full time. At the end of the day, I just feel drained. I always talk big dreams about my would be business and have plenty of role models in the industry, (Tom Fulp being one). I talk my poor girlfriends ear off every day about how I wish I had more energy and incentive to continue working on my apps. I’ve loved video games since childhood and nothing in this world would give me a better sense of accomplishment than distributing video games.

Does anyone else feel this way?

I started in on Unity 3 years ago and have 1 game in the app store. Just submitted my second one today. Also have a full time job doing visualization work with unity.

So no.

You have to learn how to focus yourself. Organize your tasks. Choose goals and tasks that can be accomplished with your available resources. If a task is turning out to be too large, learn how to reframe it, or tone it down, make it manageable so that you can produce something finished. Commit to them and keep going.

If necessary employ a little brainwashing technique on yourself to get yourself trapped in having to finish games, and obsessed with working on it everyday. You must do it everyday.

If you find it too hard to do this, you may want to be honest with yourself that you really don’t enjoy developing games. Alot of people think they enjoy developing games because they like games, or think alot of things are really cool about it. But the whole process of taking something from beginning to end they don’t really enjoy it. If that’s the case, you should recognize it, and work with it. There has to be something specific about it you actually enjoy doing, try to identify that and build a career around it. You don’t necessarily have to be making complete finished games by yourself. You could just be writing little components of things to put in the asset store. Or build a portfolio on one aspect like making levels or textures, or writing racing game AI, then just make a portfolio filled with things demonstrating your ability to do that specific thing, then try to get a job doing that specific thing in a larger structure.

I personally love to architect a whole overarching framework for a game, fill in all the little details. Touching every aspect of everything. Spend 12 hours straight debugging some inane stupid issue that comes up. Pulling it all together and seeing some coherent end result. It’s really easy for me to stay motivated on doing this as, when I come home, I don’t want to watch TV, I don’t want to play games, I don’t want to relax. I want to further fill in holes on things I’m making or architect whole systems. The whole process is very fulfilling and satisfying to me.

However I wasn’t always like this. I did have a period of about 3 years from ages to 20 to 23 when I just laid around thinking about things and throwing ideas out. But that gets old, the only thing that brings satisfaction to me now is finished products. One of the things that helped me make that transition was to force myself to not talk about anything I was doing until I had a substantial amount of it done. Sometimes you can get addicted to just thinking things up and throwing out ideas and people being like ‘oh thats cool, your smart’, you have to break that addiction. Which there is certainly a place for that, on youtube, as like a talk show host or a philosopher type or something, but not in the world of game development. You must be extremely strict on yourself and self-disciplined to develop games.

Heya, I’m pretty new to the Unity scene so take this with a pinch of salt! :smile:

I have a feeling of hopelessness constantly but that’s due to the fact that I’m all on my own trying to make games properly now as opposed to just mucking about. What I have learnt quickly is to keep scale; feature and scope creep in mind. I have a full working day also, and when I get home I develop for 2 hours minimum or 4-5 hours if I lose mahself in the code :smile:

Not always because I want to. In times like that I think of the reason I am developing. My job sucks so hard - I code out of pure desperation. I want to develop software, and I love coding. Competition is fierce in the games industry and I know I’ll have to offer something that the other guy can’t. You just have to find that something that lights the flame – then follow the flame. For me it’s the pure and utter hatred for my current job. I wanna be in a position where I can write code for a Games Developer. I want that so I work towards that. I gave up a bunch of hobbies I had as I didn’t have enough time for both full time work and working on my game projects.

I’m sure we all have one or two off days and it’s important to feel ok about that. Stressing about not working makes you stress and not work. It’s a viscous cycle. It’s important to not get into a habit though! I try and get my projects done and out as quickly as possible so I can move onto the next one. Thus far I’m 90% done with my first Unity project after 2-3 failed attempts. One of them involving a team I set up, which never really worked out. The other times, I thought to big and unrealistically. I feel that it’s important to fail a few times and learn from your mistakes.

I’m only working on these games to build up my code portfolio, as so many game dev jobs I apply for is asking for one these days, so I’m able to use a “good enough” work ethic. In academics you need to code/design a feature just right or you’ll get marked down. In the real world, as long as a game is entertaining and looks good it’s good enough. You need to get it out before the competition (hehe, get it out, heh).

A few things I do that really helps keep my games under control are (techmage covered a bunch of these already though):

  • I design games that are achievable by the size of my team (so me basically). This means I can’t make amazing things as they would take far too long and I know I won’t get enough of a response or immediate feedback to keep me going. Getting stuck in a design loop not only takes a lot of time but makes you lose motivation fast.
  • I take little steps and set tiny goals within my project. For example I’m going to get the feature X finished off today and if I have time make asset Y.
  • I try and learn something every time I add a feature to my game. This keeps things from getting stale and monotonous.
  • I reward myself with work I enjoy. For example I absolutely despise asset creation. Modelling is extremely tedious for me and learning how UV mapping works was annoying. So after I make and texture something properly I allow myself to spend the rest of the dev time writing code as a reward. I make assets for an hour or two, then spend the rest of the time writing code. Having a reward mentally helps me a whole bunch.
  • I also work in parallel with other projects, as long as they don’t interfere with each other. When I reach the final stages of a game, I have a design for the next one finished and am playing around/ doing research with an idea for a third game. This gives me a bit of variety so I don’t get to bored with one project.

Things like that keep me going.

Do short projects. Tiny ones.

Talking grand visions and big plans is all well and good, but it’s not particularly realistic to start out with a 5 year project. How can you plan that if you don’t have any experience? And how can you get experience if you don’t start small?

Start off by making a game in a week. It doesn’t matter if it’s crap, just get something finished that’s the whole package - a game mechanic, either infinite gameplay (a-la Tetris) or a handful of levels (minimum 3), sound, menus, a high score system if relevant. Do something small, and don’t be shy of just cloning an existing game (I did Space Invaders) if you’re not sure of ideas. The point isn’t to make something awesome, the idea is solely to have the experience of having done the whole process at least once in its entirety. Once you’ve got that experience you’ve got a solid foundation to build upon.

If you don’t have that experience, how do you even know where to start with something bigger?

There are many advantages to doing many small projects instead of one huge one:

  • You get to work on new, fresh ideas more often.
  • You can generally see the light at the end of the tunnel, so discipline is easier to maintain. This is important so that you can remain focused on getting one project to completion, where most people keep starting new ones and never finish existing ones.
  • Mistakes are less costly, because you only have to live with them until you start your next project.
  • You learn the most from your game designs by putting them in front of other people. Doing this often and with different designs gives you far more learning opportunity than showing people incremental changes on a single project over multiple years.
  • Your first game will be crap. Everyone’s is, because you don’t know what you’re doing with your first game. Your second will be better, but still probably not that good. Contrary to popular belief, experience playing games does not make you good at designing them. The more games you make, the better you will be at making them. So make your first ones as quickly as possible.
  • You will learn from each game. A lot. The learning comes mostly towards the end of the project when you’re dealing with the outcomes of your decisions and getting feedback from players. But a lot of the decisions you make about a game are made early on, before the learning part. So the sooner you get it done, the sooner you can apply what you’ve learned in your next project.
  • It’s a lot easier to stay motivated when the outcomes of your effort are in the near future (hours or days away) than if they’re in the distant future (months or years). Short projects capitalize on this.
  • You get the opportunity to try new approaches more often (and should do so!).

A few other things.

  • Learn programming separately to learning game development. Game programming is a specialisation, not a subset, and should be treated as such. There are plenty of people around here who have trouble with relatively fundamental stuff because they learned to code 100% within Unity and simply don’t understand the underlying basic principles of what they’re doing. Don’t be one of them. C# books are plentiful!
  • Stick within your resources. The Asset Store is a great resource. If you’re not an artist it puts a lot of cheap or even free content at your fingertips which is great for your first few games, or for prototyping as you get better, or as filler later on. A great exercise might be to find a few assets you like and make a game that uses just those - it’ll keep the scope low, and have the added bonus of not starting out with grey boxes!
  • Collaborate with people whenever you can, from the same room wherever possible. A game dev session doesn’t have to be “work”. You and a mate can just hang out for a night working on a hobby project. The different skills that you’ll each develop will come in handy, too. In fact, when looking for a dev buddy try and find someone who’s skills are different to your own. You can code and they can Photoshop? Awesome. They can code and you can model? Rockin’. But… I strongly suggest you steer away from “designers” and “ideas people”. The former only comes with experience grounded in an existing technical skill, and in my experience the latter is generally a label used by people who don’t want to develop a technical skill in the first place.

So you have a girlfriend a fulltime job and you are making games on the side, cry me a river. I guess the only thing I can suggest is start drinking energy drinks it will give you a real shot in the arm.

My friend told me this concept of a “jar game”.

The idea is that, so you try making that grand dream game you have. But you realize that you don’t yet have the know-how to do it.

So you put it in a jar, and instead in the meantime, you make short games that will teach you stuff that you lack to make your jar game.

For example, if you’re having a hard time thinking how to create enemy AI’s that coordinate with each other, then make a separate simple game project that explores that single idea only. Once you finish it, then you know better next time around.

You have to be patient though. Because you won’t be able to make your dream game right away. You may even find it that you pause development of your dream game and put it in the jar every now and then when you get stumped.

Your responses are phenomenal. This is exactly the sort of information I was looking for. I’ll definitely be bookmarking this thread for future reference. All of you possess a similar, but unique sense of discipline. I nearly finished my first game, but I uploaded it to U4 unknowing that I would have to pay out a license upgrade for export. It was vital for me to export frequently, so that I could train my growing ability in touch inputs. Evidently, I could never afford the expense. Since then I abandoned my first game and have started well over 5 projects since. I’m exactly as you said techmage, I grow new ideas that are fun for the sake of imagining, then I threw them out. I’d start playing around with the idea for awhile, developing the skeleton of the game, then I’d lose momentum and dream again.

Although my first game will be shitty, I feel empowered to dust it off and upload it to kongregate. From there I’ll be posting it to the forums. Thank you so much everyone for your input and in general, it’s been very nice conversing with others about the development of our games.

EDIT: There’s definitely more I’d like to reply to, but at the current moment I’m going to be late for work! Take care!

A few years ago, my wife walked in and threw down the gauntlet. “You need to finish something! I challenge you to do something, anything, in 6 weeks!” It seemed impossible. So, I countered, ‘How about 8 weeks?’ And, I almost made it. 9 weeks later, I submitted my first product to Apple. It sucked, but I built a REAL product and I learned volumes! And, I kept doing that. The 2nd project was 4 months, then 8 weeks, then 2 weeks, and on Monday,I submitted a brand new one! Apple will get to it in another 5 days, but it took me 14 weeks to develop.

Like Angry said, do SHORT projects! You feel hopeless because your expectations were wrong. Pick a date 8-16 weeks from now and FINISH! None of this, ‘Maybe’ crap. Finish it. Release it. Learn WHY it sucks and then make another one. You’ve been sitting around, for 2 years, with no real deadline, afraid to put yourself out there and let people tell you that you suck! The truth is that we all suck, and only through deliberate practice do we overcome that.

Here’s a few other tips I posted in a recent thread:

  • Build MANY projects, not one.
  • Finish a project every 8-16 weeks.
  • Simplify EVERYTHING. No networking, no 3D, etc…
  • Use the asset store
  • Make your app JUICY

Good luck,
Gigi.

Want to brainwash yourself for success? Ask yourself a question. My question right now is, ‘How can I make an app that’s New and Noteworthy?’ Your question might be, ‘How can I finish something in 12 weeks?’ Studies show that asking a question is better than telling yourself, ‘I can do it.’

Gigi

I’ll share some of my experience:
I’ve always loved games, since the apple IIe-atari-coco days. All my life I thought it would be neat to make the games I wanted, but I just never got around to it. Sad right? I think the deal was, I wanted to make games…but I didn’t want it to be a pain in the butt. Call me lazy.

But I think it’s because I didn’t have a clear enough “vision” of a goal, to put forth the effort to create my own engine, deal with C++ and it’s cryptic BS, or whatever. I didn’t enjoy that, and my ADHD/whatever makes me lose interest in things I find cumbersome.

So, two things: I had to actually have a vision/dream/whatever you want to call it for a game, that I really believed in. And, until Unity, making games was just too much of a PITA to justify doing it without a focused project.

I know, I know…an artist should never be limited by his tools, blah blah blah. But you aren’t going to build a skyscraper out of crappy bricks, if you are just sorta interested in it. You have to have a clear goal for something you -know- you want to create. The awesome thing is…Unity makes it easier than EVER to make your games.
Now, you just have to have a goal you really believe in. Maybe you just haven’t found it yet. I’m not a spring chicken any more, and I’ve been working on my project going on 2 years. Sucks that it took so long…but that’s just life eh?

Maybe do like others have suggested in the meantime…try a small project. But you also might try different games, find one that really captures your imagination…and say, if I was the creator…had total control of design, etc…what could I make of it?

And, if you find something that you really think would be awesome, check the quote in my sig :slight_smile:

My mother once told me that I had a “fear of success”. I would constantly start new projects, then end up putting them on a shelf somewhere because a new project caught my attention. I have, literally, hundreds of folders on my computer for various games. Some are simple notes, some are partially developed (some are even, almost finished!)

Personally, I think its simply a matter of losing interest. You’re most likely a very creative person. Unfortunately, that means you’ll always have a “great new idea” that will be more interesting than the one you’re working on now.

Every game has its honeymoon phase; where its the greatest idea you’ve ever had! All you want to do is work on that game!

Then you get to the point where most of the fun stuff is kinda worked out, and now its all just grunt work. This is the part where you have to accept the fact that, this is not fun; its a job, and it needs to get done.

Then you go to, what Sid Meier describes as the “Valley of Despair”. This is where the project is nearly finished, but it seems as though none of it turned out the way you want. It doesn’t even seem like a good idea anymore, etc, etc. At this point, you basically just have to suck it up and trust that your players will feel the same enthusiasm for the game as you did when you began working on it. You’ve been under the hood far too long at this point. Do NOT trust your despair. Just get the job done.

Some things I do to keep myself on track: I create a wallpaper for my desktop with the theme of the game I’m working on. It helps get my in the mood every time I sit down at the computer. Also, start a Pandora.com account. Create a “station” for the music style that has the “feel” for your game, and play it. These kinds of things will help put you in the mood to work on the game, and hopefully keep you going through some rough patches.

Good luck!

In order to overcome your problem, you need to understand your problem.
In other word, you need to understand why you are feeling hopelessness, what is causing this feeling, and what IS hopelessness?

My experience tells me the reason why many projects languish in development hell and most people working on it become disillusioned and burnout (and thus the feeling of hopelessness) is primarily due to following factors (in order of my perceived importance) :

1. Ambitiousness of the project - this is the primary reason why so many projects failed - when you set the target too high, and failing to even achieve the basics - hopelessness sets in. It is a reason why the wisdom of “Don’t do MMO for your first game” is a mantra here. Too many times, people set ambitious goal, and while this is not a bad thing itself, most people failed to realize what their own capabilities are and thus falling far too short of achieving even the basics. So it is wise to set your own project accordingly to your own capabilities - which means a honest introspection of your own capabilities of what you can really do (and do well) and set your goals accordingly. Never set any goal you can’t achieve.

2. Preparedness for the project - this is both mental and physical. You can’t possibly complete a project without being prepared for it. Game development is one of the most multifaceted undertaking one can undertake - especially when you are an one-man indie team. You need to learn to budget your project, having the proper funding, learn 3D programming, 3D modeling, texturing, animation, game logic, shader programing, promotion and viral marketing, after-project assessments and customer service. It requires stamina and good health, so you need to take care of yourself physically, and mentally. You can’t climb this mountain called “Mt. Game-Development-Everest” without being prepared for it.

3. Goals and Deadline - many times, people never set a goal of deadline for their project. The famous “when it’s done” mantra of many famous (but ultimately failed) studios fell into this category. Eg. Duke Nukem Forever, Daikatana…etc. They failed because they never set a concrete deadline and the project just continued until the funding completely ran out. Set a goal, follow a deadline.

I hope this helps. And good luck with your project.
And one last thing - never be afraid to ask! :smile:

Much good advice and experience here, thanks folks.

I’m one of those people who started a lot of projects and became disillusioned and hopeless too. I agree with the above, that it mainly came down to not really understanding all the work/pain that would be involved way beyond my original idea of what I wanted to achieve, ie choosing a goal/scope that was way too large with totally impossible timeframes. Once you start to see yourself failing to achieve the huge leap needed to get to the goal, and it taking a long long long time to make even tiny steps toward it, you start to feel really guilty and depressed about it. ie… “look at how much of a failure I am, I haven’t fulfilled my plan”. The more guilt you experience as a result of this failure the more you feel totally put off about the project and don’t want to even have anything to do with it - a natural reaction to try to be kinder to yourself and not make yourself so guilty… . but totally counter-productive at the same time. The original problem is and always was, the pipe-dream of something you could easily envisage but had barely any practical likelihood of getting finished in any reasonable timeframe. Unfortunately this can mean that all those really cool ideas are often the ones that need a tonne of custom development time way beyond your tolerance or patience. And then that in turn can mean that you end up with what seem like the smallest, simplest, tiniest and thus least impressive ideas being the only ones that you seem to have any hope of finishing… and that in itself it also somewhat depressing as you realize you just don’t have the drive/ability to pull off the highly competitive super amazing game concepts all by your little self.

It can be good to fail, though, and to learn from that failure. For me it turned out to be more of a spiritual lesson in letting go of trying to do everything myself. No matter what task you’re doing or what your interests are, going it alone is really hard. If you can open up to letting yourself get help and not be a total island of super-impressive multi-talent, maybe you then have more reasonable chance to finish something using other people’s art assets or pre-existing models or scripts or tools or whatever. Certainly trying to start from scratch, from a total clean slate, and do everything all by yourself, is THE hardest challenge of all. You don’t have to stay in that place of total stubborness and sacrifice.

One other thing that really set me on a spiral of self-destruction was trying to use the wrong tool for the job. I was not able to accept Unity3D as it is, its strengths, what kind of games it is best suited to. I wanted to make the kind of games I was trying to make before Unity came along, mainly 2d games using a workflow that was very different to Unity’s 3d-focussed workflow. It was like trying to push a square peg through a round hole. The kind of games I wanted to make always always always required me to do a lot of custom scripting and unconventional use of features because Unity really wasn’t the right tool for the job. Unity isn’t great at everything. But it is great at some things, mainly 3D things, and mainly with a particular workflow. I had to pretty much, very slowly, surrender the game ideas I had that did not fit well with Unity and start looking at what kind of games Unity CAN accomplish with the least pain, what kind of features those games might have (e.g. 3d physics, shaders, models, etc), and accept that these are the only types of games really suited to work most easily in the Unity environment. So I suggest giving serious consideration to whether Unity is really the right tool for you because ideally you have to be willing to accept it on its terms and go along with its way of working, otherwise you’re going to be constantly frustrated and disillusioned.

For me I eventually had to admit to myself and realize also that I had gone along with all the hype and excitement and buzz of the developing technologies and the game development crowd and the supposed promise of being successful making games and that whole dream. There is considerable momentum to this whole game development thing, people see/hear of others doing it and want in on it, especially when the big tools like Unity tout democratization and ease of pain and empowering anyone and everyone to be capable of making games which really is unrealistic and something of a fantasy. Not everyone can make or enjoy making games no matter what the tools are like. I had to look really deep down in my heart to see that game development was not what I really wanted and it never really had been - I just got caught up in the fantasy of it. It took a long time and a lot of unhappiness and constant failure before I came to that acceptance and let go of it. It might be that game development is not really what you want, but only you can know that.

If and only IF I were to ever try to make games again it would be totally focussed on what I want to do for fun and not to please any audience or to participate in the heavily competitive and money-focussed game development rat race, and only the kind of games that Unity is really really suited to with its various strengths. And even that is open to question.

Tons of great input shared here.

I’d like to echo the comments about scope. That is hugely important, and one thing many individuals (even small teams) fail at immediately before beginning development. Biting off more than you can chew can be demoralizing and waste valuable time.

This has got to be the timely thread for me I’ve seen yet. I’ve been having the same feeling lately. I know part of it is a very taxing full time work schedule combined with having to make sure to squeeze some time in for family.

Also I recognize what some are saying about getting overwhelmed with the scope of a project. Even though what I’m working on now (a match 3 type game) sounded fairly straightforward to me at the time I’m finding that it is more involved than I thought.

There alot of great advice given here already and I know I’ll be using alot of it myself.

Beyond what is said in the posts above, strange indeed but sometimes the true will to do something comes after you did it, not before.
Mind works a lot with momentum, the more you do a thing the more you want to do it.
My advice is to work as if you have no choice. True discipline is unbound from immediate desire anyway.

Great advise in this thread!

The problem is your diet and potentially your exercise regimen. Also, make sure you’re sleeping well.

Yes it doesn’t hurt to get exercise, take good breaks away from the computer, sleep properly, etc.

I will say though that although it can be productive to force yourself to have to develop software against your own will, ie when you don’t want to, that kind of leaves a sour taste because then you’re doing it when you don’t really want to. You ideally should look at what’s in your heart and really be honest with yourself about whether you really want to do game development… if you really really do then it should be easy for you to be aligned with it.

What I meant is, feeling hopeless is a product of biochemistry. It’s very difficult to reach that point when you’re forcing things like hemp, taurine, and testosterone into your system. Reduce cortisol. You’ll feel better, then work better, and then feel doubly better because the work is done.