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	<title>A Game Developer&#039;s Saga &#187; making games in your spare time</title>
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	<description>An uphill journey of a struggling game developer</description>
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		<title>Developing Games In Your Spare Time</title>
		<link>http://bantamcity.com/blog/game_development/developing-games-in-your-spare-time/</link>
		<comments>http://bantamcity.com/blog/game_development/developing-games-in-your-spare-time/#comments</comments>
		<pubDate>Sun, 18 Oct 2009 16:53:56 +0000</pubDate>
		<dc:creator>Bruno Campolo</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[making games in your spare time]]></category>
		<category><![CDATA[making games part time]]></category>
		<category><![CDATA[part time game development]]></category>
		<category><![CDATA[work flow tips]]></category>

		<guid isPermaLink="false">http://bantamcity.com/blog/?p=124</guid>
		<description><![CDATA[I&#8217;ve been developing games part-time for about 6 years now and at this point I&#8217;m only spending about 1-5 hours a week doing anything at all related to game development (including updating this blog).  I used to spend 10-20 hours a week when I was in college, but its tough these days.  When I come [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve been developing games part-time for about 6 years now and at this point I&#8217;m only spending about 1-5 hours a week doing anything at all related to game development (including updating this blog).  I used to spend 10-20 hours a week when I was in college, but its tough these days.  When I come home after 8-12 hours of software development, I just don&#8217;t have the motivation to jump right into  game development, but the more I procrastinate, the worse I feel about it and the less motivated I get&#8230; its a vicious cycle.</p>
<p>For all the part-timers out there, here are some tips that I&#8217;ve picked up along the way to help us break the cycle:</p>
<p><strong>Tips:</strong></p>
<ul>
<li>Pick a project you can see yourself working on for at least the next 2 years.  Let&#8217;s face it, you just can&#8217;t crank out games as fast as the full-time guys and if you get bored after a couple months and ditch the project, that&#8217;s a lot of wasted effort&#8230; believe me, I know! <img src='http://bantamcity.com/blog/wp-includes/images/smilies/icon_sad.gif' alt=':sad:' class='wp-smiley' /> </li>
<li>Create a design document for your current game project&#8230; the more detailed the better.  Document anything you can think of that&#8217;s even remotely related to the game (it helps to categorize the design doc into sections).  If you are like me when I started 6 years ago, you might be thinking, &#8220;Design Doc?  That&#8217;s ridiculous&#8230; I know exactly what I want to do!&#8221;  Believe me, when you&#8217;re only spending an hour or two a week, you&#8217;ll be really happy when you can refer back to the design doc and remember exactly how the player shop interface should look&#8230; or whatever.  Think about how much time you could save by documenting a detailed interface design upfront versus debating over where to put each button/control every time you have an hour long work session.  Another thing to remember is that the design doc should be a living document.  Feel free to modify it or add to it throughout the project to clarify certain aspects of the design, but beware of Scope Creep (hmmm&#8230; sounds like a peeping tom with super powers <img src='http://bantamcity.com/blog/wp-includes/images/smilies/icon_eek.gif' alt=':shock:' class='wp-smiley' />   See the next bullet).</li>
<li>Try not to increase the size of the project&#8217;s scope after the initial design.  This is one of the things that leads to abandoned projects<a href="http://en.wikipedia.org/wiki/Vaporware" target="_blank"></a>.  Keep to your design doc and don&#8217;t go adding in every bell and whistle you can think of.  If you find yourself doing this, add a section to the design doc (at the bottom) called, &#8216;Sequel Enhancements&#8217; and add all of the superfluous crap you think of down there&#8230; the keyword is Sequel&#8230; meaning AFTER you release your game!</li>
<li>Work at least a little bit every couple days (or every day if possible).  Even if you&#8217;re not feeling very motivated, make the time to work a little bit&#8230; even simply reviewing the design doc is helpful.  I found myself doing this multiple times on my current project and each time I made needed clarifications to the design so it wasn&#8217;t wasted time and it also kept everything fresh in my mind.</li>
<li>Keep a log.  This is a great memory-jogging trick.  Make a few notes when you are finishing up each work session&#8230; enough so that you know <em>exactly</em> where to jump back in next time.  Task switching can eat up about 15 minutes of each session and if you&#8217;re only working for an hour, that&#8217;s a quarter of your time!  In Tom DeMarco&#8217;s book <a href="http://www.amazon.com/gp/product/0767907698?ie=UTF8&amp;tag=bancitgam-20&amp;linkCode=as2&amp;camp=1789&amp;creative=390957&amp;creativeASIN=0767907698" target="_blank">Slack</a>, he goes into detail on the subject of how much time is wasted by task switching.</li>
<li>Don&#8217;t surf the web or check email during a development session.  Don&#8217;t get me wrong, you need time for those things too, but this is time you set aside for development&#8230; don&#8217;t waste it.  Think about how the task switching mentioned above plays into this.</li>
<li>As you&#8217;re falling asleep, think about the current task or problem you are facing.  I do this all the time and usually wake up with a solution to the problem or at least a new  path on the way to solving the problem.  The mind is an amazing thing!  If you&#8217;re laughing at me right now, thinking I&#8217;m a few coins shy of an extra life&#8230; check out this <a href="http://www.amazon.com/gp/product/0812932412?ie=UTF8&amp;tag=bancitgam-20&amp;linkCode=as2&amp;camp=1789&amp;creative=390957&amp;creativeASIN=0812932412" target="_blank">book</a>.</li>
</ul>
<p>Keep with it folks and one of these days you&#8217;ll actually finish that MMO or RTS you&#8217;ve been working on!  If you think of any other good tips, post a comment.</p>
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