Epilogue

When I was a kid, all I wanted to do was wake up and make games every day for the rest of my life. How lucky am I that this has happened? Entering my fifth decade as a game developer, I am eternally grateful that this wish, this dream, has been realized. I wish I could go back and tell young me all the amazing things he’d see along the way.

In writing this book, I put everything I could think of into it, except where it was necessary out of respect or request to leave some details or individuals out. I purposefully focused on the positive and did not dwell too much on the negative, except to explain the facts about a situation with the hope that people might learn from my challenges and see that anything can be overcome. I believe I am a lucky person, and so when faced with seeming difficulty, I tell myself that there is a reason for it—an upside. Growing up poor meant few toys, but it also meant that I had to learn to make my own fun. Contracts canceled and business difficulties paved the way for new opportunities. While the game industry has many colorful characters, people make mistakes and bad decisions, me included. On the whole, though, I have nothing but gratitude for my life in games and for the people I have worked with and for. Everything that happened has gotten me here and given me experience and perspective.

I’ve tried my best to share my passion for this incredible industry, for the beauty in games, game design, and code. I hope those starting out in game development find something here that is of use. From that first moment you start working on a game, you are one of us. Seek out game development communities online or join a local game jam. Working with other developers to create and finish a game gets you on your way. Early in my career, I worked on multiple games at a time. Start small and get some practice. Try remaking a classic arcade game to get a feel for things before you attempt to make a giant RPG. Carmack, Tom, and I had each been making games for ten years before we started working together. It was another few years before we made DOOM, and that was my ninetieth game. Give yourself time to get good, and don’t be dissuaded by setbacks. Game development is like gameplay. Load your save and try again.

Likewise, I hope those who feel like they are struggling or are the odd one out see themselves in the various ups and downs of my life. I deeply believe that technology is transformative, and it can take someone from nothing to something. The game industry is a culture created by the outsiders—the kids who didn’t fit in, the ones who listened to and loved Black Sabbath, Judas Priest, D&D, and Aliens. Today, the bands, games, and movies may be different, but the feeling is the same. We outsiders are unique, and our perspective leads to innovation. The continued diversification of the game industry can only bring with it more good things. I hope you find a way to success through code and creativity, too.

Along those lines, the industry has taught me some exceptional lessons.

Failure is a part of games: Innovation is not certain, and sometimes you are not going to hit the mark. Failing means you’re trying and taking chances. The biggest lessons I’ve learned come from having tried and failed. Some of those lessons you know about, and others were fixed before they ever saw the light of day. Irish writer Samuel Beckett got it: “Ever tried. Ever failed. No matter. Try again. Fail again. Fail better.” Don’t be afraid of failure. It’s a risk that’s necessary to innovate.

Resilience: Saved games are there for a reason. Game developers expect you to take a shot now and again. In life and especially in game dev, it’s no different. Get up and do it again. That said, if whatever you’re doing is not going according to plan, if it feels like you’re taking one too many knocks on the chin, leave and find a better place or start another game.

Execution is everything: Success is not defined by an idea. It is determined by your ability to execute on that idea. Surround yourself with good people who know when to compliment you and when to give you a critique.

Give credit where it is due: Thank you for reading my book and thank you so much for playing my games.