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If I made my games achievable, just the bare minimum, I could have learned so much more. You notice I already realize I was running into errors with packaging the game, but instead of fixing them I just... ignored them. Because I was chasing my "better idea, " the idea I was going to sell. So what broke the pattern? Well, nothing I did willingly. I started making a game in Unity, and I thought, "Wow, I've seen this same stuff 1000 times and it's getting pretty boring! But do you know what will never get boring? Procedural generation! " This was followed by realizing procedural generation in Unity was hard, and therefore the obvious solution would be to learn Unreal (despite having no C++ knowledge). So I remade the whole game in Unreal. And by "remade the whole game" I mean "made like 1/16 of the features I had in Unity followed by chasing the endless rabbit hole of procedural content. " By this time I had school, a job, girlfriend, and social life, so gamedev was a lot slower. But it's okay because I'm an experienced developer now, despite not releasing anything other than like a dozen gifs to various subreddits of a game that barely worked outside of that gif.
It worked out for me because I was very lucky. I was in the right place at the right time. But I'm still upset that I spent so long doing things with nothing to show but a single portfolio item and a baseless claim on a resume. I wish I had listened to that advice and done things differently. A small coda: I'm hesitant to talk much about my current job, because it is my dream job and I love it. But making a "real" game is harder than I ever thought possible. Things I never even THOUGHT about considering as problems are actually major problems. Any kind of commercial game needs more layers of complexity just to release than I ever DREAMED. Start small. Release for free. Don't commercialize until you're VERY experienced, with a proven portfolio. [/rant]
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It was something I made for a school project, something that I could've made with basically no experience. And it got me an internship as an engineer at a AAA studio. I "broke in" to the industry. I was extremely lucky in my internship that my boss is one of the nicest people I ever met. He believed in me, mentored me, and I managed to wow people with my "intern project" -- so much that my intern project got polished and became part of a regular workflow (can't go into details here, sadly). Once my internship was up, I asked if I could stay on. My boss checked with HR and his boss (who was still very impressed at the time with my intern project), and they agreed that they could spare the headcount. I got hired. Was all that time I spent making useless projects wasted? No, not necessarily -- I learned a lot and I became a better game programmer. But at the same time I never took the advice I was given. Now I see a post on the frontpage which is giving newbies an "out" -- that their giant project isn't worthless, and that they should bite off more than they can chew because it'll work out.
I took a class for school about game dev. The goal was to make a game by the end of the semester. I used it as a way of testing out my procedural generation code by making a 3D version of the algorithm mentioned here. If the link doesn't work (it isn't for me at the moment), just search "Becky Lavender Zelda Dungeon Generator" for the paper she wrote on it. She cites another paper whose name escapes me about generative grammars; I used both the methods to get my tech demo (and that's really what it was; there was no "game" other than "find the room that I said is the end") to work. My end goal was to merge this project with my commercial project; I built the generator as a plugin to facilitate that. And then my professor expected us to have a packaged file to run and demonstrate. That's when I realized I had never successfully packaged anything before. I started running into cooker errors. I tore my hair out to get a build that mostly worked if you didn't stare at it too hard. But I got something submitted, and I put it in my portfolio.
Bear in mind I was on vacation from school at the time and didn't have a job, girlfriend, or social life... so this was like 16ish hours per day solid of work. For a month. While I was working on that game, my friend messaged me with this great idea he had! He didn't want to actually make it, but I agreed it was a cool idea. But I already was working on this prototype, right? So I should focus on that? Well... I thought it was a cool idea, and this time I was smart enough to think "I should keep a record of what I've done! " But it wouldn't package, and I was too impatient to fix the errors. I uploaded the entire source code + assets to my GitHub account, except some files were too big so I left them out. I'm sure I'll never lose them and make all this worthless, right? You're starting to see a pattern here. I was laser-focused on "I'm going to sell this game, so I better not accidentally release part of it for free! " And then when I shifted focus, it was "only temporarily, lemme explore this concept and circle back, " followed by never circling back.