50 Games in a Year: The first 14


As I’ve previously discussed, in 2017 I have set myself the goal of developing 50 videogames. I’ve played around with Unity here and there in the past, but never really committed to actually just doing the hard yards and learn how to make videogames. The best way to get good at something is to do it a lot while you’re still bad at it. You need to play a lot of bad piano before you’re good at playing the piano. You need to write a lot of bad poetry and stories before you’re a good writer. You need to make a lot of bad videogames before you are good at making videogames. The goal of 50 games in a year is an attempt to force me to do just that: to prioritise quantity over quality and make a lot of bad videogames in order to get better at making videogames.

It’s something I regularly tell my game design students: no one really cares if you have a degree in game design, they care if you can make videogames. Or, flipped the other way: don’t wait until you have a degree in game design before you start making stuff. Just… make stuff.

I chose ’50’ so I could more-or-less make a game a week with a fortnight of breathing room. At the time of writing, we’re at the end of the 16th week of the year and I’ve released 14 games, so I’m going well! I also meant to blog about the games as I released them, and I’ve been less good at that. This post thus serves as a summary and reflection on the quarter-and-a-bit of this experiment.

All the games listed here are available on my itch.io page, here.

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Countryside Postmortem


So in 2017 I’m making a bunch of videogames. The plan is to make 50 of them in 52 weeks. Most of them won’t be very good, but that’s not really the point. I just want to set a goal of a certain quantity to try to force myself into an actual rhythm of creating and learning and maybe getting better at it. Then, after a year of that, hopefully I’m in a position where I can confidently decide if Actually Making Games is something I actually want to keep doing. I’ve already made six games, and you can find them on my itch.io page, here. I’m particularly happy with Fetch and Flightboy.

One of the reasons I am doing this is, in part, to be a better game design teacher. I don’t need to know how to actually make a game in Unity to be able to do my job, but it wouldn’t hurt. And it’s interesting to try to put into practice some of the things I keep telling my students to do. And to lead by example when I tell them to just make a bunch of shit to get better at making. Since my students also have to write postmortems about the games they make, now I am going to try to do that as well.  Continue reading