#Hello, how to prevent burnout when creating a room

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dusty ibex
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Does anyone have any tips to help with preventing burnout?

unique bear
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Yes!

  • Take breaks, don’t work on a room for 7 hours a day
  • Look for inspiration online
  • Before going to work, brainstorm what you want to add and think of a goal before loading in
  • if you start to feel bored, put down the controller and breath for a second
  • If you can, try watching YouTube while working, or talking to a friend, or listen to music
  • work on a different section of the room c
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Also get up and walk around irl because sitting down for long extended periods of time contribute to burn out

dusty ibex
unique bear
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Working on a room for 1/3 of the day every day makes it seem more like a chore

dusty ibex
lucid shoal
# dusty ibex Does anyone have any tips to help with preventing burnout?

balance work and rest

try to have an idea that you really like and find inspiration/motivation in what you do

make a proper plan of your project
better if its something like a google doc with a list of features separated in categories
f.e.:
"WEAPONS"
weapon one:
description
weapon two:
description
weapon three:
description
"MAPS"
map 1:
basic description/ posibly some concept art if you're good at it
map 2:
basic description/ posibly some concept art if you're good at it
map 3:
basic description/ posibly some concept art if you're good at it
"MECHANICS":
mechanic 1:
how it activates and works
mechanic 2:
how it activates and works
mechanic 3:
how it activates and works
if you're making lore for your game then write in in a separate section or even a separate document if the lore is complex

its better if you have friends to work with. Its always more fun to work together

if you feel like "im tired of this project" and you dont wanna work on it, switch to a different part of the project. If you were working on models, try to do some cv2 and vice versa.

never be scared of making less, you can always continue abit later
BUT NEVER PUT SOMETHING AWAY FOR TOO LONG

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if you work in a group then make sure to organise your work
you can use stuff like a separate discord server where you put a task and a person who should work on it. if the group is really big you can use something like Trello board to organise it better

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for cv2:
organise your chips and make them readable
make small comments on complex stuff when you feel like someone else won't understand it
if you have multiple sections of cv2 that do different stuff (f.e. section with hp system, section with weapons, etc.) try to put the groups of chips in different board sections

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for models:
use references and make a small concept art/model before making the full thing

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and dont forget to play your game to balance stuff/ make changes so it feels better

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those are almost all strats i know from experience
most of them are used in actualy big projects and gamedev

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might look comlicated but without good organisation any project can just colapse

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theres tons of examples

dusty ibex
lucid shoal
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you too

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and gl on your prrojects

dusty ibex
sacred orchid
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this advise looks helpful

red quarry
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just dont be lazy fr

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making popular rooms is a literal job that pays real money

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It's GOING to be fatiguing because it's something that has value