Let me walk you through the door I found in the wall that had been blocking my path.
I spent the early part of 2025 building the foundations of a computer game. Code. Art. Story. All the bits strung together into a few megabytes of raw materials that I can compile into a simulation-slash-cozy gamer’s curiosity.
But yeah. I hit a wall.
See, building a game is the work of a hundred different skillsets mingling together into just the right blend. A proper game studio would have specialists who focus on each niche skill. A proper game studio would have project managers who coordinate the timing. A proper game studio would have deadlines nudging their team forward.
I had me.
I am not a specialist.
I am managing my own project.
My deadlines are ethereal.
So a wall, even a metaphorical one, spells trouble.
The details of said wall are not important. What is important is that walls can be impenetrable and project-ending failure points. They often are. And sometimes, often I would argue, creatives run into a wall that they don’t even realize was a wall at all.
We can then do one of two things. We can give up—and that’s fine. Sometimes it’s the right answer. If the wall is insurmountable, spending the rest of our lives looking for a way over or through it may be a terrible idea.
On the other hand we can look for a gap, a door, a foothold to climb over, or the place where the wall has crumbled from the efforts of someone who went before and…
Well. That’s what I did with my game development work.
Thus I march on, scanning the horizon for the next obstacle for surely there are many more ahead.