GDC 2011 - Six Indie Principles to Live By
Michael Todd gave a poignant and honest speech titled “Turning Depression into Inspiration.” The key take-away being: work on something that keeps you happy and excited. Don’t get down on what you’re working on, and avoid being a perfectionist. Not only that, but design a game that suits your abilities. If you’re a talented artist, there’s nothing wrong with making an artistic game with very basic game play. If you’re a talented programmer don’t be afraid to experiment with new systems and give the finger to art. Stick with what you’re good at.
Todd wasn’t the only developer to stress this. Andy Schatz was in a heavy state of boredom and depression when he began working on Monaco. After only a few weeks of working on something that genuinely excited him he was a much happier person. Edmund McMillen and Tommy Refenes (creators of Super Meat Boy) had high levels of stress and depression when working on Meatboy. They said the only thing that kept them going was that they fell in love with their game. They considered the game their child and it took them through the entire process.