Our Properties: Gamasutra GameCareerGuide IndieGames Indie Royale GDC IGF Game Developer Magazine GAO
My Message close
Latest News
spacer View All spacer
 
February 10, 2012
 
Road to the IGF: Lucky Frame's Pugs Luv Beats
 
Analyst questions validity of unusual January NPD results [10]
 
Strong Tales of Xillia sales help Namco Bandai to Q3 profits [1]
spacer
Latest Features
spacer View All spacer
 
February 10, 2012
 
arrow Virtual Goods - An Excerpt from Social Game Design: Monetization Methods and Mechanics
 
arrow Principles of an Indie Game Bottom Feeder [20]
 
arrow Postmortem: CyberConnect 2's Solatorobo: Red the Hunter [1]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 10, 2012
 
Vicarious Visions / Activision
FX Artist-Vicarious Visions
 
Toys for Bob / Activision
Senior Programmer
 
Toys for Bob / Activision
Lead Programmer
 
Sony Computer Entertainment America LLC
Senior DevSuite Web Administrator
 
Sony Computer Entertainment America LLC
Senior Staff Software Application Engineer
 
Vicarious Visions / Activision
Tools Engineer-Vicarious Visions
spacer
Blogs

  'How Do You Stay Motivated?'
by Brenda Brathwaite on 10/09/09 12:45:00 am   Expert Blogs   Featured Blogs
9 comments Share on Twitter Share on Facebook RSS
 
 
  Posted 10/09/09 12:45:00 am
 

I found this question in my email:

"How do you stay motivated?"

This month, it's 28 years for me in the game industry. I started on the Apple ][ working on the Wizardry series at Sir-tech Software, and I still remember the great wonder I felt at seeing color on a computer screen for the very first time. I remember creating a secure, locked place in the office for a new IBM prototype machine, and going to shows where I'd see Richard Garriott again and again, he with Ultima and me with Wizardry. Before that, I taught myself to program on a VIC 20, and re-wrote the movement rules to a paper-based game because the encumbrance rules bothered me. I ended up re-writing the whole system.

So, my first answer in reading this question was another:

"How do you stay in love?"

In an industry where people burn out and the passion wanes, I still feel as in love with games as I ever have. Maybe more so. It may be perspective or age or an awareness of my history and what matters to me. It may be that I am looking at something I've known all along with brand new eyes. It may be a deep understanding of what brings me true joy.

This is how I stay motivated.

I found something I loved deeply.

For me, games aren't my job. I breathe them. I think it's astounding that I'm paid to make games and to talk about having made games. As is apparent with Train, Siochan Leat and The New World, I make games whether I am paid to or not. I can spend all my time in the space of games and never run out of things to do, to say or to explore.

There is an important distinction here, though. I love to make games as much as I love to play them. It is not a one-way gig. I have made games all my life and the process, the thinking, as you undoubtedly know, is so much different. So many people come through the industry's doors with visions of Hollywood hoping to meet their favorite star, but the play isn't the design, and it's not the same thing. If you are thinking about being a game designer, you should already be one. I was making games before I knew it was what I wanted to do. If you're not making games, start now. Just go. Screw it up. Make something terrible, but make it. You'll get better with time, with mistakes, with experience.

I surrendered.

In 1989 when I finished college, I stood in Atlanta, GA facing a certain, stable future with IBM after a very successful interview arranged by my alma mater. This future, this path, was what I was supposed to do.  It was the path I thought I was genuinely on. When I got home, I talked to Rob Sirotek and said I wanted to stay. I still remember my words word-for-word: "I just want to keep making games." For me, acknowledging the importance of these things in my life and giving into my obvious passion for them - despite what the future held - remains the most important decision I have ever made. There was a tried and true path, sure, but there was also an alternate path that I had evidently been preparing for all along. I chose the one I loved, because I knew that it was where I was supposed to be. I have never regretted that decision. Not once.

I find new things to fascinate me.

Think of games as a person for a moment. Where do you start with them? How many layers is your fascination?

There is still so little I know and so much I want to learn. There are years that I wasn't there to consume what was released, and whole genres I don't grok. There is a world to be explored, topics I've never even touched, and conventions that I probably still hold dear that could be broken for the new. And, AND, aaaand, as I delight in trying to learn what is before me, games are all the while making and revealing more. I think of all the things that are being written and shared about games on a daily basis. I will die before I exhaust my fascination. I show up, stay current, interested and engaged.

I play.

I said tonight that I am generally a ridiculously happy person. I like to laugh and enjoy exploration. With games, I get in there and mess it up. I let myself and my ideas go. What if? Break the mechanics and try something new. Be inspired by the work of others, and be comfortable in taking chances and pushing it some. Have fun and be positive about it, even the stuff that seems like it's going wrong. My strongest lessons have come from my biggest mistakes. Make fun of your own work loudly and mean it. Praise yourself, too.

Most importantly, surround yourself with people who share your passion. Motivation is a reflection sometimes, and you will see it in the passion of others around you. Game designers need other game designers. I think this is the single most important thing you can do.

I stay motivated because I love games. And, AND, aaaand, it is no work, no work at all.

[You can find me on twitter at @bbrathwaite]

 
 
Comments

Stephen Northcott
profile image
Snap!

Love it. We were both unpacking and getting started on a VIC 20 at roughly the same time I think!

Kevin Reese
profile image
Glad you made that right choice all those years ago :) It certainly sounds like you chose correctly.

Bryson Whiteman
profile image
Word. Great post.

Frank Williamson
profile image
I play, too :D
All the years doodling on math homework, building plastic models of almost everything, flying balsa planes, radio control, ..then years spent in the military on the flightline, learning to paint in oils, finding out that people actually liked what I did. It still surprises me. You know I took the gift I have for granted .. I thought anyone could do it. Then the seminal moment, when tech combined with my love of light, color, motion.. hired out of a CAD Engineering degree program by Kesmai as Lead Artist on their online WW2 Air Combat sim, Air Warrior, on GEnie, before Al Gore 'invented' the Internet..LOL.
It has been a rocky, frustrating road at times. I *am* a 3d artist though .. I play in it at home, I do stuff just to see what it would look like, I play World of Warcraft and enjoy the adventure of it. I love seeing what technology will let us do .. I want my Holodeck! -grin- .. I am soo there.

-Frank P. 'Gray Eagle' Williamson, 3d artist, pixel cowboy and slave dog and lovin it :D

Bart Stewart
profile image
After all the hard-nosed practical advice, and all the industry horror stories, and all the "ur ideas r dumb lol" or "it's just a game"... sometimes it's nice to read a love letter.

Mark Venturelli
profile image
Brenda is a legend and this is an inspiring article.

Michael Silverman
profile image
Great article, you say game designers need each other and I'm finding that to be the case as I'm struggling through slowly designing my current masterpiece/POS. (Depends on how you look at it.)

Anyway, is there some community, either online or otherwise, where game designers can get together and talk about their passion?

Chad Irby
profile image
It's interesting to see the contrast between someone like Brenda, who got into the field and stayed, compared to my own story. I got started in board gaming long, long ago (the old Avalon Hill strategy games), got into the D&D side of things, stumbled into board game design (and playtested Ultima I at Richard Garriott's apartment). Had one hit board game with Steve Jackson.

Then I left the field for 28 years.

...and got back into it this year, doing iPhone game design. It's odd, getting back into "fun for a living."


Vlado Jokic
profile image
Thanks for posting the story of your passion for what you do! It has certainly been supportive of what stage of life my team and I are in right now and it's good to see that others feel they made the right choice for the right reasons. It's quite frightening to look down a black tunnel, unable to see more than an inch in front of your face, but the feeling of doing what we really FEEL for is an exhilaration not found elsewhere.


none
 
Comment:
 




 
UBM Techweb
Game Network
Game Developers Conference | GDC Europe | GDC Online | GDC China | Gamasutra | Game Developer Magazine | Game Advertising Online
Game Career Guide | Independent Games Festival | Indie Royale | IndieGames

Other UBM TechWeb Networks
Business Technology | Business Technology Events | Telecommunications & Communications Providers

Privacy Policy | Terms of Service | Contact Us | Copyright © UBM TechWeb, All Rights Reserved.