| > Just out of curiosity, when you spent 9 hours at work, was that in a software field? Yes, however the day job and night project were _completely_ different disciplines. Someone wrote that gamedev isn't really software engineering... I'd agree with that (not putting it down, but its not like anything I've done). > If so, why would you choose to do the same thing 18 hours a day for 5 years? Those long days came in the last 1.5-2 years. Why? I don't think we would have finished otherwise, or at least not anytime soon. We found that momentum for us was critical. If we took it easy, then it slow days would turn into slow weeks and it would turn into slow months. We wanted to finish at some point. Even when we had a slow week or day, or when we'd go do something that wasn't the game, there would be a shadow of guilt that we are not finishing. I think that is personal, everyone does this differently. And the second why? The reward loop of doing something with a realtime 3D game is simply joyous. I would sometimes have _so much fun_ making the game that on the good days I dreamt of quitting the day job and starting up a studio full time. When the dust settled though, it took me almost a year to think about using the computer at home for anything other than playing a game or reading news / experimenting with homelab stuff. The burnout was harsh. I don't regret it... but I'll never do it like that again. |
Could you elaborate on that? I find this perspective very interesting.
I had a brief experience with gamedev, and I've actually found that even the smallest bit of game engineering is significantly more challenging than (I suppose) "x%" of web development.
However, on the other hand, the engine is only a part of game development (and can also be underengineered, and I think it generally is), so maybe this is actually the reason why you/other people don't consider game dev software engineering?