Today marks one week since my last day with a full time job. I felt a pressure all of a sudden that I had to quit and go game dev. No more wasting time.
I’d say one week as an indie game developer, but that title doesn’t feel quite right before completing at least one game independently. Shouldn’t be much longer.
Before I left my previous employer, I was spending nights working on Bad Bones, losing sleep, time with my girlfriend, and feeling increasingly frustrated by how difficult it was to fit my passions into my life.
Bad Bones is a concept I like a lot. One that bears many of my feelings and thoughts on games, but it also represents a great deal of compromise. The hardest lesson I’ve had to learn is to effectively compromise my ideas. It’s hard because I’ve spent years teaching myself not to compromise. Too many artists are too willing to compromise and their work gets so diluted by the suggestions of others that eventually it’s tasteless. They take the scratchy, misshapen materials of their identity and sand down all the rough edges with what’s popular, what’s easy, what pays, or what some committee of peers finds palatable. All the sharp, rusty edges are gone and you get a nice, round blob. Nothing to poke anybody. God forbid you make something with meaning because somebody might be offended by it, or think its too artsy, too preachy. Every amorphous blob just tickles fancies and rolls away, disappears.