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" "I tend to think about my life in terms of games. "This is the Aquaria point of my life." "This is the Spelunky point of my life." As to what [Spelunky] actually represents — what does that time mean to me — I think: coming more into my own, as a game developer, and figuring out how it was I want to work exactly. I feel like I learned a lot with Aquaria, and I'm super proud of that game, but Spelunky was where I feel like I hit my stride.
Derek Yu (born July 2, 1982) is an American independent game designer, game artist, and blogger.
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Feeling stuck? Push forward. Start working on the next level, the next enemy, the next whatever. Not only is it helpful for motivational purposes, but you want to get a sense for how your whole game will play out. Just like writing— you don't want to go through it sentence by sentence, making sure every sentence is perfect before you move on. Get an outline down.
This won't be your only chance to say something through your art. It's not even your only chance to relay this exact idea— after all, finishing a game doesn't mean you [can't] remake it later (or put out a sequel)! My advice is to abandon the goal of making an objectively great game. Instead, focus on making the best game you can at the time and find joy in your personal growth.
I'm obsessed with finishing as a skill. Over the years, I've realized that so many of the good things that have come my way are because I was able to finish what I started. [...] Irrespective of how big the project was, each one I finished gave something back to me, whether it was new fans, a new benchmark for what I could accomplish, or new friends [whom] I could work with and learn from.