Make Many Games: Learn Many Things
A girl finds total freedom to do stuff.
Becomes total paralysis.
Is convinced to do one game a week.
Just one. No more, no less.
She tried to cheat.
Rami tells her to stick to his guns.
I wanna do this:
http://www.gamasutra.com/blogs/AdrielWallick/20140226/211761/Make_Many_Games_Learn_Many_Things.php
Becomes total paralysis.
Is convinced to do one game a week.
Just one. No more, no less.
She tried to cheat.
Rami tells her to stick to his guns.
I wanna do this:
http://www.gamasutra.com/blogs/AdrielWallick/20140226/211761/Make_Many_Games_Learn_Many_Things.php
Thanked by 1hermantulleken
Comments
(Though I'm not recommending skipping Adriel Wallick's post, hearing lessons from someone who isn't already amazing at designing games (like Jan Willem from Vlambeer) is likely more immediately useful than focussing on the habits of those who have already "made" it)
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There are so many benefits to this kind of thing. One is of course all the creative benefits (not least of which is just learning to be a disciplined professional and not a motivation-driven "creative" (I don't mean it as harsh as it sounds...) :P). Then there are the technical benefits - it's amazing how much low level stuff you can learn and honing your craft (at least on the programming side, but I can't imagine you wont benefit on the art / graphical design side too). And then there is the hidden benefit - it gives you something to tweet about about _your_ content; which is helpful when building an audience, especially at the beginning. (And the sheer amount of content you create is useful too - it's such a useful source of assets and code snippets for the future!)
I think Game A Week challenge is more useful if you attempt (small) games that you think expect to learn something from if they succeed or fail. Using a random name generator one week might tell you something about attempting to constrain a game to a weird name, and you might also learn other lessons, but you're going to learn the most from your failures when you try something you expect to succeed.
What I mean is, if you try random games, for which you can't make predictions, then you can't learn how right/wrong your predictions are and use that to adjust future predictions, which I think is a very important part of this challenge.