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Cost of Duty

I was working on my game, Pawtners Case, when suddenly I experienced a surge in my workload. I was looking for funding, in fact, I was paying an outsourcing company mainly for the art and some blueprint implementation in Unreal Engine. I needed money to pay them, and extra help from external funds would have helped a lot.

The game was abandoned, but I still have the code in my repository and on my PC. Now I have more time, and I have to make a choice. I could leave it where it is, forever. Or I can pick it back up and continue its development.

I am writing a book on game design, thanks to Jettelly, and I am using Pawtners Case as a case study for my book. The book will focus on ideation of new games, one of the most overlooked stages in game development—and probably one of the most important, too.

Using my game as a study, I am tempted to seriously resume its development. However, another peak of work for others may come up, in which case I would have to abandon it again. Other opportunities would then be sacrificed in the name of duty.

Everything contributes to my growth as a person and as a professional, so in the grand scheme of things, it doesn’t matter after all. I continue to design games every single day; that’s all that counts. Still, every choice has a trade-off and a weight on my shoulders somehow. And time passes, and I know this won’t be forever.

Published inGame Design