Doing Creative Work As A Young Person – Lessons Learned From My First Game (Part 4/4)
Note: This is the final entry in a four-part series of blog posts discussing the lessons we learned while making our first game, FAST FAST LASER LASER. It’s intended to be useful for other game developers or for people merely interested in the perspective of a game designer. It was originally posted on the Utah Raptor Games blog.
It may come as a surprise to some of my previous employers that I am (still) a college student. I recently turned 21, yet have been writing about video games for magazines and prominent websites for something like five years. I got started early, I guess.
Many college-age kids are also getting started early in game development, these days. The Independent Games Festival (IGF) has a category specifically for student developers, which Utah Raptor Games has entered. FAST FAST LASER LASER is competing against a whopping 302 other games developed by student teams in this year’s competition—a record for the IGF. I’m certain that many of those teams have learned some of the hard lessons we’ve learned in the development of our first game. Next year a whole new batch of students will show up, and they’ll learn those same lessons themselves.





“Alright,” JB said. Lee grunted something that sounded remotely like approval.