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Giant Bomb is my spirit animal.

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Learning to Accept Failure

(Originally published on Sumry.in's blog on June 1st, 2014. Read it here.)

Failure sucks.

Being unable to achieve something, even the slightest goal-oriented idea, can turn into a negative experience. From the minute we understand social hierarchy, it is implied that failing is a bad thing. And, for the most part, it is; it can be difficult to look at an effort that was seemingly made in vain and not take anything negative away from that. Failing can cause all sorts of problems for yourself and others, with consequences that range from being wholly visible to mostly unseen. But when we embrace the fact that failure is — in most cases — inevitable, it’s much easier to find success.

* * *

In relation to this topic, I recently spoke with a friend of mine who talked about “rewiring” his brain. Paraphrasing his words, he mentioned how he had been slogging through his daily routine, not really considering what made made him truly happy. Instead, he believed accomplishing whatever thing might be next up on his to-do list created that feeling. After doing a bit of thinking on how he could improve upon that, he was able to change the way he thought about his happiness.

During our email exchange, I mentioned how I’d experienced a similar issue last year but that I’d resolved it in a different way. My method was accepting failure.

Doing so is a crucial step in success because of how much you can learn from doing something wrong. Within that, however, you can do fail the right way and the wrong way. That may seem crazy at first, but think about it: have you ever missed out on accomplishing something? If so, why? Were you able to learn from that experience?

If there was no takeaway from the experience that caused your failure, then you failed incorrectly. There is always, always a lesson to be learned from what we do wrong.

* * *

The way I learned how to embrace “futility as change” is a result of the work I did last year. I was developing games, going to school, and creating a game development conference simultaneously. Over a 10 month period, I worked an average of 65 to 70 hours every week. The compounding responsibilities led to a huge increase in stress, affecting all of my projects and my personal life in some pretty awful ways.

In an effort to try and separate that world from a place I could try to heal my brain for a bit, I attended counseling sessions once a week for 14 weeks. Although it helped, it didn’t solve the root of the problem. I kept worrying about things that were beyond my control, in addition to what I could control, and it threw me into a hellish spiral. Even once everything had subsided, I still felt a sort of emptiness…I kept blaming myself for not executing things in a perfect fashion, and it nearly ruined me.

I told myself that I had to get out of the quicksand, so-to-speak. This began with reviewing back on the previous months and looking at what I had done — beyond the numerous false-starts and sometimes unmitigated disasters, there was a lot to be proud of. I helped release a game, finished my schooling, and hosted the event (which ended up putting me within hundreds of dollars of bankruptcy). None were completed in a manner I wanted, but that was ok. I’ve taken so many lessons away from the experience and know that, at the very least, I won’t make the same mistakes twice. Having that assurance has made and will continue to make my life much more positive moving forward.

Rather than being afraid to fail, I’ve learned to embrace it. Taking each lesson as its own future success, realizing that no matter what it will always be possible to recover again and improve based on those experiences.

You will never have success until you learn how to fail.

* * *

It is impossible to avoid mistakes, that much is certain, so here are some things to keep in mind:

1. Failure is inevitable.

Even in a minute sense, this is almost always true. Before you go into a project, be it personal or work-related, understand that something will not go the way you expect to. You don’t need to wait around in anticipation for what it may be, but just understand that it will happen. Doing so will alleviate a lot of stress at some point after the mistake is made; when, exactly, will be determined by your ability to accept it and move on.

2. Evaluate yourself and your work from your own perspective.

Each mistake carries with it its own weight, even though mistakes that affect you may not be your doing. Accidentally burning something on the grill probably doesn’t have the same gravity to it as, say, not landing a job. But believe it or not, there is some commonality between the two in that you are ultimately responsible for how you overcome the adversity attached to the event.

What did you do wrong? What can you have done better? Why do you think things didn’t go the way you wanted them to? These are all questions you should ask yourself (and record) when you believe you made a mistake.

In my case, I write post-mortems for all significant events in my life, successful or not. I keep most of them to myself for personal evaluation, but I wrote an extensive one for the aforementioned conference that you can read at this link. Reviewing yourself will help you be able to look back on your mistakes so that you may continue learning from them and relate them to current experiences. Just because something may have happened long ago doesn’t mean its value is lessened.

3. Learn from the mistakes of others.

No success story is without its ups-and-downs. Bill Gates’ first company tanked. Oprah Winfrey was fired from her first television job. James Dyson went through over 5,000 failed prototypes before delivering a successful line of products that are now used across the world.

The point is that there are other people who have made lots and lots of mistakes who have been able to turn them around, taking lessons from what went wrong and creating opportunity out of them. Even if you are just starting a career, there’s a good chance that someone else has already been in your footsteps. Just because the failure isn’t yours doesn’t mean you can’t learn from it.

4. Failure is an option.

Your first work won’t always be a success. Don’t be afraid to pursue something just because you don’t think it is feasible. If you fear that you are not going to be able to accomplish something, the likelihood that you will accomplish it is going to disintegrate. Embrace that fear and turn it into drive. If you can’t tackle obstacles that lie in-between you and success, and are unable to tolerate any missteps that may come with that process, you are going to have a hard time finding achievement.

* * *

Learn from the failures that come with life, take them under your wing, and use them to make yourself better. You won’t regret doing so.

As Michael Jordan once said, “I’ve failed over and over and over again in my life. And that is why I succeed.”

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An Interview with Patrick

Hey everyone!

I did an interview with Patrick last week for the IGDA Perspectives Newsletter. We went over some cool stuff, including topics like working at GB, what "indie" means, where mobile is headed, and more!

I hope you find the chat informative, please let me know what feedback you may have!

YouTube: Main Interview | Bonus

Audio (Download/Stream): Main Interview + Bonus (Separate Downloads)

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The Fullest Ocean

(Originally published on Retora Games' blog on October 18th, 2013 and was edited on November 14th, 2013. Read it here.)

As of today, there are nearly 900,000 apps on both the App Store and Android Marketplace, with somewhere around a thousand new applications being submitted on a daily basis. Unity has over 2,000,000 registered developers, with 400,000 of them being active each month. That’s not to include all of the Unreal developers, Flash developers, CryTek developers, developers using proprietary tech…the list goes on and on.

Let the following views for the rest of this piece not indicate that of all Retora members, beginning with this one:

Those numbers are [d]ucking scary.

It’s bad enough being a small fish in a big pond, but it becomes increasingly difficult when you are one of x^nth fish and the sea is full of others just like you. Everyone is swimming towards the same goal, but it’s all you can do to stay afloat. And damn, does that goal look like it will take a lot of distance to cover.

No Caption Provided

That’s not to say there isn’t success — that much is apparent; you’ll see fly-by-night developers rake in millions of dollars overnight and, yes, sometimes even the good guys prevail. But the life we choose — one of solitude, hard work, constant stress, depression, anger, the constant churn of people trying to climb “the ladder”, and sometimes even betrayal — can be difficult to sustain, both physically and mentally.

Working at Retora is great and I have a blast doing so. Despite the negatives attributed to the industry, you can also find: fun, elation, loyalty, good friends, family…maybe even success and happiness (not that the two are mutually tied together)! From a financial perspective, however, independent game development can be a difficult life to lead. That’s not to say people with jobs that are less engaging than mine don’t have a hard time, but the perspective of developers is still not that well understood. A lot of people simply don’t follow the line of work we are in.

The three below images are from this past year’s Gamasutra Developer Salary Survey. They’ll provide a little more context to this discussion.

Click to biggify.
Click to biggify.

Click to biggify.
Click to biggify.

Click to biggify.
Click to biggify.

To quickly summarize the relevance of the above images, working in games is much like any other creative industry. It is possible to find work and, more importantly, stability in a lot of places. But like those other industries, it is an incredibly competitive place. There still exists a dichotomy between larger and smaller creative minds. I’m not a big fan of the word “indie,” but even within that realm there are divisions of like-minded individuals.

A quick breakdown of some (of many) types of developers that I’ve observed over the last few years:

Hobbyists – Men and women who work in other professions but spend part or all of their spare time working on video games, be it for fun or extra income.

The Starving Artist – I really don’t like the word “hipsters,” but sometimes you just have to call ‘em like you see ‘em. These devs are generally those who will vehemently deny “the man,” show little or no respect for larger developers as a whole but respect their individual members and components, and almost exclusively develop experimental games. Again, these are the character traits that I’ve seen belonging to numerous members of the industry, both local and national.

Profit Hunters – Fine ladies and gentleman who see games as dollar signs and nothing else. From my brief experience, most of these types usually work in creative at some point in their careers or jump into games from another industry. Profit Hunters are content with the practice so commonly known as “re-skinning,” flooding app markets on rapid development cycles that are usually not beneficial for the devs, the consumer, and the competition. Many re-skins make money by cashing on the success of whatever titles they are trying to emulate.

This is not Angry Birds.
This is not Angry Birds.

Poor Richard – Developers that genuinely do great work, put their heart and soul into everything they make, and end up broken down, poor, and usually stressed far beyond their breaking points.

Indies with Families – This archetype is the one that blows my mind. Some of my good friends in the industry have families and generally live from contract to contract, generally without the time or means to work on their own games, and sometimes as the main provider of food for the table. I respect every one of these people with as much as I have to give.

The Happy Medium – Those in the industry that have found a good balance of working their job, staying happy, and earning a decent, good, or even great living. These developers usually maintain stable and postive relationships and find that, despite any problems in the industry, everything will work out in the end. The most likely of developer types to work in the industry for a long time and enjoy a large portion of it.

Everyone Else - Admittedly, this is a bit broad. But as I stated earlier, there are a ton of other makeups to be found through the people working in games. It’s incredible to see the success and struggles and the different kinds of people that experience each side of the coin.

If you try to relate those character types to the numbers found in the survey, you can find individual quotes and stories further exemplifying what success means to certain people, and how developers get along in the industry depending on where they are.

Now, that all being said – this industry is not something for the faint of heart. In fact, there are plenty of people in games who decide they’d rather not put up with it and move on from games altogether. In another couple of years, I wouldn’t be surprised if the “burnout rate” starts to crawl under five years. I don’t have solid numbers, and for all of Gamasutra’s efforts I don’t believe they have the numbers either, but the stories behind those devs that decide to move on are very, very real.

The industry continues to grow, but growth does not always include everyone. There are a myriad of developers who are unable to achieve their goals in this line of work.

So…why even try this at all? Why do what we are doing? Even if the products we put out are good (and hopefully great, of course), who’s to say that they will do well? Success is measured in a number of ways depending on the person, but financial success is still the leading cause of keeping the lights on. Achieving all variants of success is something quite special.

No Caption Provided

I love that I am able to make games for a living. I hope that everyone doing this kind of work, regardless of their personal situation, can say the same thing. But am I in love with that living at this moment? It’s hard to say.

As Hank Hill wisely once said…

No Caption Provided

Sources for dem’ numbers at the beginning: Unity, Apple/Google, Android

Images (in respective order): National Geographic, Game Developer Magazine, n4bb, VG247, and MemeGenerator

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Winter Ist Kommen

(Originally published on Retora Games' blog on October 18th, 2013. Read it here.)

I’m sitting here at nearly 4:00am 5:00am 5:15am writing/watching Breaking Bad (S5E10 S5E11S5E12…holy [moly], by the way) after deleting the first 600 words that I wrote down for this. I’m new to blogging. Not a really big fan of the word — our team calls it “blahging,” so I’ll just go with that.

So, hey! Wilkommen und hallo. I am Zachary Snader, Game Designer at Retora Game Studios. Such a fancy title! I feel fancy. I also feel tired, because I am jet-lagged as all hell from my trip, beginning in the desert metropolis of Phoenix, AZ and ending in the small German town of Schwäbish Gmünd.

I still don’t know what this means and I’m not going to look it up because I am a child and this amuses me.
I still don’t know what this means and I’m not going to look it up because I am a child and this amuses me.

Upon arriving, I almost immediately began drinking with my fellow international students. My experience so far can more or less be summed up in the amount of hops-based beverages consumed and foosball matches played (I currently sit at two wins and two losses). Foosball might as well be a national sport here. I like it.

About “here:” It’s nice, a bit cold…but nice. Schwäbish Gmünd, or Gmünd as it’s more aptly referred to, is a village of around 60,000 people and 44 square miles that was founded in the year 1268. As in, 745 years ago. It still looks that way in most of the town, which is cool and all, it just kind of sucks that its grey and raining and [dreary] and willbesnowinginaweek at all times. But, you know, it’s pretty awesome that I am in Germany on my own accord.

Also, the coat of arms is amazing. I mean, just look at this thing:

HAHAHA OH MY GOD!
HAHAHA OH MY GOD!

It looks like a tentacle monster wrestling a horse. This is supposedly a unicorn. I assume that is a depiction of the last unicorn on Earth in its final moments as it is being viciously devoured by suction-cupped hell beasts.

Anyways, I’m getting settled into my flat, aka House Tabula, named after the cabaret that is (literally) two doors down the road. You can see a strip club from our garden! Now that’s living.

Location, location, location!
Location, location, location!

As much I’d like to be, I’m not here to just make games and hang out in random European towns. I’ve also got to study interaction design. Good stuff, really. I’m learning about this stuff at Hochschule für Gestaltung, one of the better schools for design in this region of Europe. I started classes this week and will be doing a few projects while continuing my role with Retora.

While the semester rolls along I’ll post updates regarding what I’m doing, including entries specifically about design, games, our projects (non-NDA, of course), and how they all mesh together. I will have more pictures as well.

I’m going to finish Breaking Bad now, because seriously…[wow].

Bis bald!

- Zach | Senior Creative Director of Business and Game Management Operations, Vertical Integration and Synergy Division, Retora Sunrise (Deutschland Office)

*Retora Sunrise is not a real subsidy of Retora Game Studios, LLC. All references to Retora Sunrise should be taken jokingly.

SUPER IMPORTANT UPDATE: I finished Breaking Bad because I haven’t slept yet. Dude. It’s…yeah. Yeah.

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