I’ve never quit anything in my life; but a day ago that changed. I used to joke about how easy it must be, “I’ve quit smoking like 10 times!” The change from quitting is scary and daunting. But, finally the days of me saying that are over. It was a year ago I made a decision, carefully planned and mapped, about what would need to be done to achieve what I wanted most. It all led to yesterday, the day I quit my job and committed to making games independently full time.

Rewind to that decision making moment: Game Developers Conference 2013. I was 21, and attending my 5th GDC. I was just as thirsty for all juicy talks as my first venture to what became my favorite event of the year. Anna Anthropy came up to speak and put to words the problem I and many other developers unfortunately come across at some point in their career.

“what we need right now are videogames made by human beings, not machines. people care about dys4ia because it’s a personal game that drawns from my personal, human experience. when we lose our ability to be human, we lose the ability to create games that are relatable by other humans. let’s remember to be human beings. don’t let corporations dehumanize us. this is my last advice to game developers: go outside.”

At that time, I had been working at the now free-to-play famous Machine Zone for five months and I smelt a foul stench in that office. There was an unhealthy work life balance, reeking without signs of being changed for a fresher alternative. Each whiff of the infamous crunch problem, it always presented itself to us as a choice with dash of fear.

16 hour work days? Expected.

‘Do you REALLY want to work here?’

Weekends off?

'Don’t you care?’

Vacation?

'You could still use more experience. Don’t you know what we’re doing for you?’

Looking back the manipulation train was disgusting. CEO scoldings, put downs, and on top of it, overworked, were routine. At one point, I was fake fired as a joke like some Office recreation. Was my dream of making games worth this? My designs twisted and mashed to extrapolate every penny from a possible user. Any challenge is reduced to a grind or pay system. This sweatshop game factory’s manipulative mentality started to foster unfavorable reaction.

No, I REALLY didn’t want to work here. No I don’t care if you treat me like this. Yes, I could use some more REAL experience and ya, I know exactly what you’re doing for me. Nothing I desire.

Anna Anthropy painted a more accurate portrait of Machine Zone than any metric report could track. Machine Zone was not a place for people to make games, it was a place for machines to mindlessly execute what they were told to without question.

It was then I said no to crunch and began my plans to save everything I could to one day quit and work for myself. I quit and made the decision to live uncomfortably as opposed to being shackled and secure. Declaring independence was and is a risk, an endeavor, and a life statement most of all. Quitting was the realization that life fulfillment and challenge is more satisfying than incentivized stock options or free catered dinners that keep you away from your loved ones. Giving Machine Zone the finger was me becoming THE person I wanted; to make games for people and live a life like them.

More on the fruits of this adventure in a couple weeks. Lots to show with all this free time I’ve had. In the meantime, make games!

-KingSlizzard