Right now, if you're coming out of school—is the generalization of the age of people who happen to be coming out of school, usually—it's a very valua… - Jonathan Blow

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Right now, if you're coming out of school—is the generalization of the age of people who happen to be coming out of school, usually—it's a very valuable time where you're kind of in your prime in terms of learning new stuff and adapting and having energy and inspiration and all this. Or at the last, you'll probably match any later time in your life, whether those impulses decline or not—very good time right now. And sort of one of the worst things you can do is go work at some company that's kinda big and bureaucratic and slow, at that age, because you're still learning and you wanna run the engine fast, you wanna learn things quickly because learning is like compound interest and the more you learn, the more you'll learn from your later experience because you can handle it better or whatever.

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About Jonathan Blow

Jonathan Blow (1971) is an American video game designer and programmer. He is best known for his work on the independent video games Braid (2008) and The Witness (2016).

Also Known As

Native Name: Jonathan David Blow
Alternative Names: Jon Blow
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Some people wanna be indie developers because there's a community of happy people who do the kind of things that they do and they can hang out with those people and it's just not—I don't really get nourishment from that, I'm not even really—ideally, I wish I was a community person, I wish I could find my community out in the world but I never have. So I'm the kind of person who—I have small numbers of friends who I have quality time with, and that's just how I do it. And so when you speak of the "community of game developers", even in the late '90s, when I was going to—in the first few years I was going to the GDC I didn't really feel like part of that, and it's so much less of a community now than it was—back then it was people working hard to make real games for the most part, and now you go to the GDC and it's like how to catch the whales using your shitty IAP whate—are we allowed to say that?

People have this reaction, ‘Why would I be interested in a game where you just walk around and draw lines on a bunch of panels? Why is there even a world there? Why is this not just a cheap iOS game or something?’ There are very good answers to that, but you don’t want to give people those answers because you then spoil the game for them.

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I'm not really in the indie scene, that's the thing. I'm off by myself. I don't hang out with game developers, either indie or AAA, except for—there's a small number of people who I consider my pure circle and most of them don't live near me so I have to go fly to visit them. And if I add up the number of people total, it's certainly under ten people that I know of that I can talk to seriously about game design, it's probably about six people in the world. So those are the people I talk to about game design, and the rest of the industry is just doing its thing. And that includes the indie thing. I don't know.

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