Feeling rushed isn't necessarily a bad thing. If you're trying finish fixing an airplane and are about to be overcome by velociraptors, you should probably feel rushed. After all, it would be best to get out of the situation as soon as possible.
In some cases, though, it is bad. If the airplane won't be needed for another several days, and there are no velociraptors anywhere near you, it would probably be best to take time and make sure everything works the way it should.
Now, let's move on to reality, and you can help me evaluate things and figure out how I should feel and where I should go from here.
I'm nineteen. That's pretty young. I have a lot of life ahead of me.
I have been making games since... I don't even remember when. It started with board and card games when I was a smaller child. Games are games, so that definitely counts.
I got started with things on the computer at a moderately early age, though. The first tool I used for computer game development was Microsoft PowerPoint (yes,
PowerPoint). Things didn't really take off, of course, until I found things that were actually supposed to make games (first OHRRPGCE, then Game Maker). I also spent quite a bit of time modding existing games (mostly CivIII). Things got bigger. Soon I was definitively creating my own games... with my own graphics and my own music. I kept at that for several years, growing and getting more skilled. I finally got to the point where I considered myself to be solidly competent at visual art, audio, programming (albeit limited to GML, and on a pretty meager level), and general design.
What do I have to show for it?
This is all.Nothing on that page is embarrassing to me. All of those projects were successes in their own ways... But they were also all failures. I think every project should be some kind of failure, otherwise I'm not learning anything from it... But at the same time, the deficiency in positive feedback (and feedback
at all in most cases) has led me to believe that they are much more significant failures than I had originally hoped they would be.
Now, I really don't want to sound proud when I say this, because I certainly have a very long way to go. I have many things to learn and a lot of space for skill improvement. However...
I really feel that I am able to produce good work. I think I can stand "on the same level" (everybody is so different that this is a really silly phrase, but I hope you get my meaning) as many of the people here...
But I have never finished anything really worthwhile. Everything either dies in production or comes short in some way when it is finished.
I am motivated to make great things. I don't know if I'll ever be able to make real money doing this, but I know that I want to spend a substantial part of my life making games, even if that's not my primary source of income.
I feel like I'm running out of time.
In the fall I'll be starting what may be my last year of college. I'll be graduating with an obscure two year degree that is almost completely useless. I don't want to keep going, because there's nothing I want to learn. I just want to make games. (Well, I also want to write fiction, but that's a totally different subject...)
I visited the Intuition guys (Mike, Greg, and Josh) several months ago, and they advised me to keep doing what I'm doing and not worry that I hadn't done anything real yet. I really appreciated their encouragement... I probably didn't express many thanks, because I was sort of stuck in the shock of "This is real life now." (Up until then, I don't think I had interacted with any other serious game developers.) It really did mean a lot to me, but... I began to question it pretty quickly.
Where am I going right now? Why haven't I made anything good?
I have been intrigued by the examples of some people lately... One of them is Phil Fish, since he has been working so hard and for so long on and hasn't had many results he can show people yet. Clearly, you don't have to constantly put out new content to be "a real game developer". Another is Aaron Bishop (who you are much less likely to be familiar with). After he made his first game (Egoboo), he gave up. It had been too much work, and he didn't want to do anything like that again... And yet he did. He worked hard for a long period of time and put out a second game (SoulFu). He tried to sell it, but he was disappointed with his results, and he released the whole thing for free. After that, nobody really heard from him again. I feel that he must have gotten so depressed by his apparent failure that he is truly finished with making games now.
The thing is, though... it wasn't a failure at all. It is an amazing game (both of his works are, actually). Even if not many people saw it... that doesn't diminish its greatness.
The problem, though, is that Phil has been brought down in several different ways by more than a few people, and Aaron never really got much attention at all.
I don't want to be loved. I'm not out to be a star or a hero. I want to improve people's lives a small bit... But I want to do that for as many people as possible. Negative responses mean I'm not being effective, and a lack of responses means I'm not reaching enough.
As I said, I'm young.
But I'm still losing time.
Why are there so many others who released incredible things at an even earlier age than where I am now?
There are no velociraptors... But there is a crowd of other people already taking off in their beautiful, totally functioning airplanes.