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What's the longest you've worked on a single game project?

Discussion in 'General Discussion' started by Dave-Carlile, Oct 6, 2016.

  1. tiggus

    tiggus

    Joined:
    Sep 2, 2010
    Posts:
    1,240
    Longest for me has been 6 months which is around when I get bored with it. Based on this, I should work on games that take 6 months to complete :)
     
  2. dogzerx2

    dogzerx2

    Joined:
    Dec 27, 2009
    Posts:
    3,960
    First game is mostly a lot of learning, polishing your workflow. If you think about it studying a "serious" career takes 8 years minimum, so ...a few years is nothing.
     
    theANMATOR2b and Tzan like this.
  3. Dave-Carlile

    Dave-Carlile

    Joined:
    Sep 16, 2012
    Posts:
    967
    Even if it doesn't, there's nothing I'd really rather be doing with my time.
     
  4. Tzan

    Tzan

    Joined:
    Apr 5, 2009
    Posts:
    733
    Many people have links in their sig line, like me.
    Check those out.

    Everyone who is making a game they don't mind showing should have a link to somewhere.
     
    Kiwasi and dogzerx2 like this.
  5. dogzerx2

    dogzerx2

    Joined:
    Dec 27, 2009
    Posts:
    3,960
    Weeks away? Awesome! That's only a trimester or two in developer time! :p
     
    Martin_H and Meltdown like this.
  6. MaxieQ

    MaxieQ

    Joined:
    Nov 1, 2012
    Posts:
    295
    I'm not looking for a game-dev career. I've come to the conclusion that it's a highly exploitative industry, and that I wouldn't like the terms of it. So I can keep things on the level where I enjoy it - and make assets for a game that most likely will never be released, or finished. That's cool, for me.
     
  7. theANMATOR2b

    theANMATOR2b

    Joined:
    Jul 12, 2014
    Posts:
    7,790
    Agree to some extent - though a lot of indies can keep there heads and keep things enjoyable. I think Jonathan Blow is an excellent 'public' example of developing on ones own terms, while still releasing content without being exploited or having to be over the top - to get noticed/attention.
     
    Martin_H likes this.
  8. Meltdown

    Meltdown

    Joined:
    Oct 13, 2010
    Posts:
    5,796
    Thanks, I did all the Unity dev/programming, but over the course of the project have contracted about 6 3D artists, 8 UI artists, 2 illustrators and a couple of sound engineers.

    The UI and environments were done over several times. I could have released 2 racing games already, and be releasing a 3rd soon! But my goal was always to release a full game that has broad gameplay and deep monetisation. The first two 'versions' never had this, they didn't look good enough, and they were too shallow.

    Now I finally have the game I always wanted to build, I like the way it looks, I like the in-depth monetisation and I like the game modes and gameplay, and love the fact it will have realtime multiplayer (sorely lacking in most racing games today).
     
    dogzerx2, Martin_H and theANMATOR2b like this.
  9. Meltdown

    Meltdown

    Joined:
    Oct 13, 2010
    Posts:
    5,796
    I'm hoping my game makes at least enough to pay my bills to allow me to begin work full time on a second racing game using the existing racing engine I've built, and even enough to hire a second developer full time and setup a small office (working alone sucks)

    In all honesty, with all the research I've done on mobile, monetisation, social features etc (I spend about 30-40 minutes a day reading game industry blogs), I honestly believe I've checked off most of the boxes and I really hope I can make some good money off this game.

    But who knows, the market is so saturated :oops:
     
    dogzerx2 and Martin_H like this.
  10. GhulamJewel

    GhulamJewel

    Joined:
    May 23, 2014
    Posts:
    351
    I hope it works out for you as we all do. Your game looks nice. Everyone would want some form of success so they can continue what they like doing or spending more time on it. We become emotionally attached to our games and the thought of failing after all those hours and years of work can be frightening. Just google any gamedev articles and the picture they paint is morbid lol
     
    Meltdown and Martin_H like this.
  11. Teila

    Teila

    Joined:
    Jan 13, 2013
    Posts:
    6,929
    10 years. I was a writer and later lead writer, so had little control over the progress. The game never came out in spite of having a publisher and lots of media attention. Good experience though and lots of fun.
     
  12. GoesTo11

    GoesTo11

    Joined:
    Jul 22, 2014
    Posts:
    604
    I went back to check my email and it looks like I ordered my Razer Hydra controllers around 4 years ago so that is approximately when I started my project. I didn't know anything about game development and had only briefly played with Blender in the past so much of those four years was spent learning Unity, C#, and Blender as well as other programs such as the Substance Painter and Designer.

    I was delayed by real life along the way like moving across the country, having kids and changing jobs.

    I've explored several different technologies along the way such as the Razer Hydra, Kinect 1 and 2, Oculus DK1, DK2, CV1, Wii balance board, Playstation Move, and HTC Vive. I even came close to pulling the trigger on an Optitrack system.

    Currently, my project feels like one big prototype but luckily I don't need it to be extremely polished to be useful. I have one or two features that I have to implement better and then it should be ready for prime time. I have a gazillion other ideas that I want to implement but those will have to wait.
     
    theANMATOR2b, Ryiah and Dave-Carlile like this.