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Commonplace Book of Kostya Kushko Commonplace Book of Kostya Kushko @commonplacebook · 41 subscribers
Post #277 27
Advice #5: Find Your Own Voice.
You are a unique being. Humans are unimaginably complicated. There has never been a person exactly like you, and there never will be again. You have within you, somewhere, a game/book/song/scarf that only you can create. Your job is to find your way to let it out.

This is called Finding Your Voice. If you can do this, and your work is good, you are very close to attaining your dream.

(Of course, it's possible that, in the end, nobody will want the things that only you can make. Don't feel bad. Happens every day. It will happen to me someday. Then I'll get a soul-deadening job writing database software until I die. Oh, well. I had a good run.)

The problem is that, as you work, everyone in the world will be screaming at you what you should and shouldn't do. These loud people come from all design aesthetics and from both ends of the political spectrum. They all have one thing in common: They want to control you. You don’t have to let them.

Academics and college professors will tell you the true meaning of "Games" (or "Ludic Creations" or "Interactive Oppressions", or whatever intentionally obscure term they come up with). If your professor comes to you with friendly, concrete advice about improving your work, give them a serious listen. Otherwise, duck and cover.

No matter what you make, someone will try to bully you for it. Everyone in the world will have an opinion, and it will be LOUD. Don't let them into your head. Find your own voice. It's more fun that way.

This is art. Nobody knows anything, really. Just remember that, at several points in your learning, a trusted authority figure, in person or online, will serve you up a plate of pure, good olde-fashioned crappe.

This is OK. It's part of the process. Often, figuring out why someone’s bad idea is bad is far more educational than just meekly absorbing a good idea.

Just don't ever take anyone's words as Absolute Truth. Your path to success might be proving them wrong.

Never forget that, in the end, all of the teachers and web commenters and friends and family and me will fade away, and it'll just be you sitting there staring at a blank screen. It's all up to you, friend.

Exercise #5a:

You might profit from spending a little time developing confidence and humility. You should know about and beware of Imposter Syndrome. However, you should equally beware of its evil opposite, the Dunning-Kruger Effect. Learn about them. You have to be confident enough to persevere, but not so confident that you can't tell that your poop stinks.

For a little reality about the road ahead, you should hear about the 10,000 Hour Rule. When you are 5000 hours in and not sure you're making progress, this will remind you that you are still getting better. Just slowly.

Exercise #5b:

You need to be able to recognize when your own work is flawed. Go back to the best games that you made. For each, identify one flaw or way it could be improved. Then make it better.

http://jeff-vogel.blogspot.com/
Blogspot The Bottom Feeder Thoughts on indie game development. Humor. General crabbiness and bad feelings.
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