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Field Notes

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Drudging through The Swamp

Because our ideas tend to be conceptually challenging and often completely new to us, we spend a lot of time in that ‘middle part’ of development, which I like to call The Swamp. It’s when we’re trying out a lot of different ideas, with lots of temporary art and half-baked code and even halfer-baked design. And because of that, the game feels, looks, and plays like total garbage for probably the longest chunk of development. When we’re in The Swamp, visible progress slows down and it feels very much like you’re suddenly crawling through sludge, each step forward requiring great effort to dislodge from the dense goo of bugs, broken ideas, technical hurdles, and self-doubt.

We spend a lot of time in The Swamp, and I still haven’t discovered a way to circumvent it. During this part of the development process I usually feel awful and I doubt my work. Everything is a total, hideous mess and the end of the project is impossible to see. The only way to proceed is to just go to work every day and move the project forward bit by bit, until one day, you suddenly look back and realise that you left The Swamp behind you. After fixing a million little things, at one point you inevitably look at your work and it suddenly doesn’t make you cringe or have an anxiety attack. That’s usually when we start pushing towards the finish line.

This is an excerpt from my interview with Kris Piotrowski in issue 11. Kris runs an indie game studio, something I have a lot of admiration and respect for. And I also have a lot of empathy for being stuck in The Swamp.

In fact, I’m working on the content of the new issue and I feel like I’m neck-deep in The Swamp at the moment. I can’t seem to be moving forward, no matter how hard I’m trying. It’s really frustrating and just like Kris, it’s one of the few things I really hate about this job.

It’s been a tough week. Here’s to a better, less swampish one. Enjoy your weekend folks!