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Re:Five Years of Being a Full-Time Indie Game Developer by dfan on Saturday August 08, 2015 @07:04PM (#10028917)
I was a game developer for 20+ years (Looking Glass Studios, Harmonix) and boy oh boy were there a lot of technical and creative challenges. I ended up leaving largely to reduce stress and because I wanted to try doing something else with my career, but if what you want are technical and creative challenges, it's a pretty good job.
Re:Five Years of Being a Full-Time Indie Game Developer by clessg on Saturday August 08, 2015 @08:47PM (#10029113)
For my own sanity, I would much rather continue writing JavaScript and Golang apps than do full-fledged game development. It's incredible that some people are able to deal with it, and not have their spouse leave them.

By the way, if a mod is here: I think I accidentally downvoted the above comment. (More precisely, my cat and Vimium did.) I tried to reverse it but I doubt it worked. Please remove the downvote if it's still there.

Re:Five Years of Being a Full-Time Indie Game Developer by geminiradio on Saturday August 08, 2015 @08:20PM (#10029059)
Who is this!? I worked at Looking Glass too. (This is Randy Smith.)
Re:Five Years of Being a Full-Time Indie Game Developer by dfan on Saturday August 08, 2015 @08:33PM (#10029086)
You don't know who dfan is?? This is Dan Schmidt. Congrats on Rite of the Shrouded Moon!
Re:Five Years of Being a Full-Time Indie Game Developer by geminiradio on Saturday August 08, 2015 @10:19PM (#10029300)
Thanks man! Yeah, I figured that must be Dan Schmidt. :)
Re:Five Years of Being a Full-Time Indie Game Developer by Arjuna on Saturday August 08, 2015 @10:46PM (#10029344)
[...] but if what you want are technical and creative challenges [...]

This is so true. I developed a space shooter for iOS, and it was quite a challenge. This was my first game, and what I found to be quite interesting is just how much is involved in simply finishing a game. For example, every little detail that it takes to make something commercial-quality, like graphics [1], compelling music, game-play, rock-solid frame-rate, user interface, all of the timers that need to be managed, transitions between levels, and in my case, some interesting mathematics (I implemented a Catmull-Rom algorithm to generate flight paths for the enemy drones on one level)... the list goes on.

[1] Incidentally, the article quoted Daniel Cook. For my game, I used Tyrian graphics that he created. He made them available under a Creative Commons license.