Jul 26

While I was working at a day job for the past couple of years I was gobbling up any info I could find on going fully independent and the what it takes not only from a business perspective, but what you have to change about your personal life, ideals, and expectations in order to make it sustainable. One of things that stuck out a lot was managing my burn rate. Minimizing the amount of money leaving my account wasn’t just a matter of not buying a Starbucks coffee (I don’t even drink coffee, but you get the idea). It required some fundamental changes in the way I thought about money and how it related to my daily life. Jeff Tunnell I think articulated it very well in his article, where he talks about “Right Sizing Your Life“:

The bottom line is that you cannot live downtown San Francisco, drive a Porsche, have three kids, eat out every night, have Starbucks two times per day, charge up the credit cards, and live the way most of society tells you to. If you want this stuff, start coding in Java and go to work for IBM. But if you want to enjoy your work, feel creative every day, and make games for a living, you will have to pay a price.

Adjusting Your Daily Life

It sounds pretty obvious and seems straightforward. But it’s definitely easier said than done. The biggest problem being that if you are working a day job, if a decent one at that, you can afford a lot of extra expenses. Having a “steady paycheck” at a day job numbs that feeling of loss when I spent money. I would always spend within my means, but when my means don’t match up with what my “means” will be by the time I’m independent, I imagined I’de be in for a tough transition.

I tried all the obvious things: Stop eating out. Stop buying food/drinks at bars every weekend. Start cooking at home. Start watching less TV (canceling cable). Doing any of these cold turkey was a difficult feat. But like any sensible diet/exercise plan you should do it in moderation until you’ve achieved your goal. One of the things I noticed is when I find myself hanging around friends and socializing a lot, spending went up. It’s an obvious and natural occurrence, but I would think most people believe they are in control of how they spend their money. But in fact, at least in my case, where and how I spend my money is heavily influenced by what I am doing and with whom. You go to bars, movies, play games, eat out with friends. That’s not to say you should become an anti-social either. You just need to plan accordingly and figure out a way to fit your new goals in with your current social circle. For me, it became less of a spontaneous thing and more scheduled. If I knew I had plans later in the week to go out, I spent/saved accordingly to make it happen if it was possible.

Technology to the…rescue?

I also tried a lot of money management software with mixed success. Mint was a popular choice and one I had used initially. It’s great for tracking where you’re money is going. But it’s biggest strength may be the weakest link in trying to change your spending habits. It’s a passive way of keeping track of your money. You have to be vigilante in looking back on what you spent after the fact to see why the numbers worked out the way they are. I decided to try a different approach by creating a habit of logging expenses as I went throughout the day spending money. Since I had my iPhone with me everywhere I went, it seemed natural that there’d be an app for that.

I  used Spend [iTunes] to keep track of my spending but also try to enforce some sort of budgeting. When I think about it, the idea here isn’t so much as to just “keep a log” of what I’ve spent, but to encourage a habit where the act of spending money requires me to reflect on it for at least the briefest moment. Spending with a debit/credit card is easy, but when I have to pull out my phone, load up the app, type in a description and price, the entire time I’m thinking about the act of spending money. It becomes a bit more painful, similar to spending real cash. This had a much better impact on my spending habits than Mint did. I could more visibly see in real-time where my spending was heading and how much room I had left in my budget. I become much more aware of all the “small things” I would spend money on throughout the day like vending machines, snacks, sports drinks while working out, etc. The specific app I use isn’t important, it’s more about developing a habit to be conscious at all times of where your money is going.

Keeping At It

Having friends and family that support your goals goes a long way as well, not only in your spending habits but also in what you consider good ways to spend your free time. Fast forward a few years later, my day job is making indie games, my views on what I feel is important financially and personally has changed a lot and I feel a lot less stressed out about money in general. Just by trying to reduce my burn rate for several years I have a very clear picture of what I need in terms of finances in order to make this indie business sustainable. So in essence, I have a very good gauge as to whether I’m in trouble or not relative to how much I’m taking in. Also in an effort to reduce my costs even further, I moved back down to the deep south (Alabama). Living near DC is pretty expensive. It’s a pretty big move leaving DC behind because I loved that city. But in the end, being closer to family and life long friends in the south was a great bonus to saving a lot of money on living costs. I consider myself pretty mobile at this point in my life being single with no kids or spouse to look out for; so up and moving may not be an option for everyone.

Stepping outside the “rat race” is more than just becoming independent. You have to be willing to fight the pressure from those around you to change your thinking. Managing and minimizing your burn rate is one of many aspects of making the transition from “employee” to “self-employed”. Not the most detailed post, but hopefully will give those working-by-day-indie-by-night a few ideas to step a little closer to full-time.

Jul 10

Looking back at some of my old blog posts where I contemplate and muse about long term career goals; I would have never guessed 9 months later I would sitting here having accomplished one of my ‘loftier’ ones: Become a full time independent game developer. It’s been 23 days since I cut the chord and went full time indie. And the range of emotions are wild and varied as I flail about trying to get settled into a new and super exciting lifestyle. Having been laser focused on such a goal for what seems like forever, it’s a bit jarring at times to think that challenge of “going indie” is over and done with. I now have to come to terms with my new found freedom, and stay focused while trying to switch gears to newer long term goals.

It feels like a weight has been lifted as I haven’t had to make some decisions for the past few weeks as I did for the past several years: Do I hang out with friends, or work on that feature for game X? Do I call person Y back to catch up on things or keep working for the next hour before I have to sleep and get up to go to my day job? Do I skip working out today to squeeze in an extra hour to finish up this last build? Do I work through the weekend to catch up on lost dev time or take the time to get to know person Y better?

From all the indie devs I’ve talked to, doing this type of work is a 24/7 job. And it certainly feels that way, but less ‘compressed’ so to speak. I’m constantly thinking of what needs to be done next, whether it’s send out press e-mails, catch up on support e-mails, bug hunting, developing, prototyping, yadda yadda yadda. But having those extra 8-12 hours in the day now certainly helps keep me sane. And I’m aware I’m probably feeling a bit more relaxed right now because we’re at the tail-end of development of Tilt to Live, instead of in a ‘crunch time’ period for another game. So I’m enjoying it while it lasts. But I can’t shake the feeling that the last 5 years of my life has felt like crunch time, and I’m only now returning to some semblance of normalcy. That’s if you can consider a career in making indie games normal.

Oct 21

I’ve made some serious progress as of late with Tilt To Live. The age old saying “I’m 90% done…” is rearing its head and  yet it feels like there’s 90% more to go! This is a bit regurgitated, but saw an interesting bit in a post on burnout and motivation at Zen Habits:

1. Achieve in increments. When you only focus on a big goal someday, it’s easy to get burned out by the daily grind. It’s like driving toward a mountain in the distance. You can drive for hours, but the mountain doesn’t seem to get any closer. And spinning your wheels gets real tiring real fast.

The solution is to give yourself a way to measure and record every little step forward you take. Here’s how:

  • Get a journal, notebook, or calendar. Writing things down is important.

While I’ve been doing the above for a while now, I’m finding the advice becoming more critical as I polish up the game and there are only smaller, less visible changes  to the gameplay or code. Along with all the milestone tracking, to-do lists, and time logs I tend to write down where I stand on the project at a high level almost on a daily basis. It gives me a good “whole picture” look at the game to see what else is coming up on the horizon or if I’m finding myself focusing too much on any single feature. Anyway, back to work… :]

Tilt To Live

Sep 21

Tangible goals are key to any project. Without them I feel like I’m peddling up a steep hill just so I can peddle up some more. Scheduling and time logs showing time spent are great for statistical and historical purposes, but in the scheme of things can do little to save a project if you and your team lack that motivation needed to push the last mile. Countless indie games die from loss of interest. I’ve had several of my own projects fall by the wayside as other opportunities popped up that seemed more “fun”. As they say, the grass is greener on the other side :) . But I would argue the overall motivation for those failed projects didn’t dropped per-say. It was just that a particular type of motivation wasn’t effective at getting that project done, and that the person failed to cultivate the right type of motivation to see it through…

Short Term Vs. Long Term Goals

When it comes to goal setting I tend to write my short-term, concrete goals down in some form. That list takes the form of a weekly schedule and to-do list. The longer term goals, such as “Finish game X” or even loftier ones such as “become a full-time independent developer” or even “Travel…somewhere…anywhere” kind of stay in my head constantly nagging away at me :) . I find that when I’m not working directly on my game for a period of time the long term goals rear their head and eventually guide me back on course. But interestingly enough, the second I sit down in front of the computer to work my long term goals go out the window and short term goals kick in. This has had some pretty compelling implications on my work habits.

Some weeks I tend to faff about a good bit on YouTube, TED, RSS, IM, and other things throughout the work session. This happens even when I’m fully aware of the devil that is the internet. Now what happened between the time I was driving home from errands all hyped up about getting my game done and sitting down in front of my computer to make that dream a reality? I feel like my long term goals aren’t pushing me along anymore once I’m in a position to do actual work. What I’m finding is that I’m constantly looking at my to-do list and reminding myself how great it’ll be to finally have a a a good GUI system implemented this week to make the game hopefully look a little more…professional? I’m looking forward that following weekend to have a new build to push out to beta testers. I’m not looking forward to finishing game X on any given week, but finishing feature Y or bug Z. The important distinction here is that those short term goals have tangible results that are more easy to visualize while working.

Yes, I’m saying I have no idea how Tilt To Live will end up, I can only guess at that. I have a clearer image of how feature Y should work though. Maybe I should chalk this up to inexperience? It just seems so weird to me that there’s some sort of internal switch in my motivation based on the context of where I am at or doing at the moment that decides whether short term or long term goals will be the most effective. Realizing this will help push me more to create better weekly schedules so that my short-term goals are more tangible.

This seems obvious when you think about it, but I started thinking about how this applies to other things in life when I came across The Buried Life while listening to an Adam Corolla Podcast (doing laundry at the same time so not completely faffing about!). How many goals do people never see become a reality because they experienced my errand-to-computer dilemma? They got all hyped up about an idea, but when they were on that edge of opportunity they backed away not because they didn’t want to do it, but because they simply didn’t have any short term goals to push them over that edge? I’ll leave at that for now as it’s a bit heavier topic that I simply don’t have the time or qualifications to fully analyze at the moment. Back to my indie task at hand…

Gravity Well

Work in Progress Screenshot of "Tilt To Live"

As I’m approaching the final legs of production (and starting to get my shit together for promotion and marketing) tangible goals are harder to find and smaller. In the beginning, having a playable mock up was a huge step forward that could be completed in a single week. Nowadays it’s about getting X animation doing Y exactly correct so it’s timed with the audio to give the best feedback for the user. The amount of effort for both tasks is about the same, but the return on investment for me as a programmer is much smaller when doing these polishing tasks. But I know polish on a good game is what pushes it past “ok” to “good” and gets people talking about it.

In a large project, such as indie game, having long term goals are essential to getting you and/or your team to jump on the project. Without those short-term goals feeding your long term motivation, your motivation eventually starves and the project slowly dies.

This week’s partial tangible goal list:

tangibles

By Saturday that list will hopefully be empty, but it’s not the empty list I’m excited to see, but the fact that I’ll have a first pass of a tutorial system in the game by the end of the week :) . Looking at this list I can tell my “scheduling skills” were a bit lacking and I know most if not all of the priority #2 cases will be moved to the following week because this week’s goal is to implement and polish a tutorial system. Hopefully, this won’t translate to another hour long fall through the rabbit hole they call the internet :| .

Oh, and in case anyone is wondering what task management system I’m using, it is called FogBugz. It’s been a treat to be able to use such a robust system, even if I’m a single developer.