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Starting Game Design After a Layoff: A Beginner’s Journey

Game design has always been a background interest for me, lurking there for decades. I’d often talk about making a game with a close friend, but it always seemed daunting. After a recent layoff from what felt like a soul-sucking job, I found myself with the right mix of creativity and motivation to dive in. Last Wednesday, I started my journey with zero experience in game development, finally feeling ready to give it a shot.

Turning Ideas Into Reality

Animation of Wise throwing a fireball.

Surprisingly, my ideas translated to the screen better than expected. That same day, a friend gifted me Aseprite, a pixel art tool. With no experience in game engines or pixel art, my first task was creating assets. I quickly realized that pixel art’s simplicity suited my limited drawing skills. The minimalism of this medium made it easier to bring my ideas to life.

Once I felt comfortable with Aseprite, I transitioned to GameMaker, our chosen engine. Surprisingly, my ideas also translated well here. The obstacles that had once kept me from attempting this medium seemed to crumble—perhaps it was just the right time.

Meet Wise: The Wizard With an Attitude

After hours in the pixel art realm, I began shaping our main character: Wise, an elderly, grumpy wizard. He’s the star of our first project, a side-scrolling, survival horror-inspired dark fantasy. Wise brings a twist to the experience, frustrating players with his cantankerous attitude as he navigates a hostile landscape. The challenge will be balancing his quirks with gameplay that keeps players hooked.

The First Prototype: Building Blocks of a Game

With the concept set, I moved through the checklist for our first prototype. I spent a few productive sessions creating animations for walking, basic attacks, and spells. Implementing these in GameMaker was challenging but rewarding, teaching me a lot about the game development process.

Within days, I had a playable prototype with four levels, a boss fight, functional spells, and even a teleport system. Since Wise “refuses” to jump due to his “bad knees,” the teleport adds humor and personality to the gameplay. Watching Wise cast his first spell on-screen was emotional; after 20 years of dreaming about game design, seeing it in action felt surreal.

Raising the Stakes: Increasing Resolution and Detail

Walk Animation for the 64×64 version of Wise.

After closing the prototype on day five, I decided to increase the sprite resolution from 32x32 to 64x64 for more detailed character designs. Though this added complexity to animations, I hope the extra detail will enrich Wise’s character. However, I may revert to simpler 32x32 sprites if this approach proves too cumbersome.

In Closing: Try the Thing

The takeaway? Try the thing. Starting this challenge has been unexpectedly smooth and deeply fulfilling. With the abundance of tutorials, resources, and tools available today, there’s no better time to start a creative project. Whether you’re looking to make games or pursue another dream, grab the tools you need, dive in, and enjoy the process—even if you make a few mistakes along the way.