从自学成才的开发人员到手游企业家–乔伊·托贝特(Joey Torbett)访谈

I can remember the first time I went over to Joey's house. His room was an absolute disaster as any 11 year old's room is. I made his parent's laugh after they apologized for the mess, "it's no problem," I said, "it's easier to see all of the stuff he has!"

我记得第一次去乔伊家。 就像任何11岁的房间一样,他的房间绝对是一场灾难。 在他们为烂摊子道歉后,我笑了他的父母,“这没问题,”我说,“更容易看到他所有的东西!”

It wasn't until after high school that we completely deviated from one another.  I went off to business school, while he pursued photography, having been rejected by all post-secondary institutions he applied to.

直到高中毕业后,我们才完全偏离了彼此。 在他追求摄影的过程中,我去了商学院,但遭到他申请的所有大专院校的拒绝。

I would have never guessed that six years later we would be on the exact same path, – both self-taught developers, but on different tracks.

我永远都不会猜到,六年后,我们将走完全相同的道路-都是自学成才的开发人员 ,但走的路却不同。

I remember when Joey first told me about the games he was building in Unity. We spent countless hours playing Minecraft when we were younger, so I assumed it was something in that realm.

我记得当乔伊(Joey)第一次告诉我他在Unity中制作的游戏时。 在我们年轻的时候,我们花了无数的时间玩Minecraft,所以我认为那是那个领域。

I was soon going on a study abroad and certainly wasn't paying much attention to his new hobby. It never occurred to me this would blossom into anything greater.

我很快就要去国外学习了,当然对他的新爱好并没有太在意。 在我看来,这将发展成更大的事物。

He's gone from sharing his projects on Instagram, to co-founding a company in Finland, and completely starting from scratch on his newest venture, 9 Cent Games.

他已经从在Instagram上分享他的项目,到在芬兰共同创立一家公司,从完全从零开始创办了他的最新企业9 Cent Games

I want to share his story here.

我想在这里分享他的故事。

您为什么开始自学游戏开发? (Why did you start teaching yourself game development?)

I had been dabbling in Photoshop and After Effects for about a year prior. I messed up my ankle up skateboarding and had a lot of free time. My work with Photoshop led me into 3D artwork.

大约一年以前,我已经涉足Photoshop和After Effects。 我把自己的脚踝弄得很乱,有很多空闲时间。 我与Photoshop的合作使我进入了3D图稿。

I started thinking, what can I do with these 3D models? I can't make animations. It's too much work. I think you need a team for that. So I was like, maybe I can code these models.

我开始思考,这些3D模型怎么办? 我不能制作动画。 太多了 我认为您需要一个团队。 所以我想,也许我可以对这些模型进行编码。

I started trying to learn with these Unity tutorials. I actually gave up a few times before it really clicked in my head. Slowly, I started accumulating knowledge, just releasing simple games, asking questions on Reddit. The community on Instagram was also very, very motivating. And then it just turned into what it is now, six years later or something. I think I started in 2014.

我开始尝试学习这些Unity教程。 实际上,我放弃了几次,直到它真正击中了我的脑袋。 慢慢地,我开始积累知识,只是发布简单的游戏,在Reddit上提问。 Instagram上的社区也非常非常积极。 然后它变成了现在,六年后的样子。 我想我从2014年开始。

Unity has a whole bunch of tutorials on YouTube. There was a space shooter and then a roller ball thing. I made a little ball game called Tiles based on their rollerball tutorial. That was the first game that I made.

Unity在YouTube上有很多教程。 有一个太空射击者 ,然后有一个滚珠球的东西 。 我根据他们的滚球教程制作了一个名为Tiles的小球类游戏。 那是我制作的第一款游戏。

你为什么辞职? (Why did you quit?)

Oh, I honestly just didn't understand it. I had a hard time really grasping even the most basic concepts of programming. For loops, if-statements, that kind of stuff. I was using the update loop in Unity to write like a hundred if-statements as opposed to just using one for loop to do basic stuff. I had no understanding at all.

哦,老实说,我只是不理解。 我真的很难掌握甚至最基本的编程概念。 对于循环,if语句,这类东西。 我在Unity中使用update循环编写类似一百个if语句,而不是仅使用一个for循环来做基本的事情。 我一点都不了解。

Something kept dragging me back. I made a platformer, then a little shooter and then I built a game called Aldo, which was an action RPG that had six quests and a few different worlds. I kept trying to expand my games and the thought of reaching just a little further was exciting.

有东西不断拖我。 我做了一个平台游戏,然后是一个小射击游戏,然后我建立了一个叫做Aldo的游戏,这是一个动作RPG,有六个任务和几个不同的世界。 我一直在努力扩大自己的游戏范围,想到更进一步的想法令人兴奋。

And then you realize you have huge gaps in your knowledge and you don't know how to plan these projects. So you kind of have to step back. Go smaller.

然后,您意识到自己在知识上存在巨大差距,并且不知道如何计划这些项目。 因此,您必须退后一步。 变小。

您如何更好地计划项目? (How did you get better at planning projects?)

Honestly, studying games, looking at YouTube videos of game design breakdowns, and seeing how these games are built and the ideas behind them.

老实说,我们研究游戏,观看YouTube视频中有关游戏设计细目的视频,并了解这些游戏的制作方式及其背后的想法。

I would pick any element that I could find, replicate it and then try to make it my own in some little way. Or just straight-up, copy something and just see if I can programmatically replicate a cool mechanic.

我会选择所有可以找到的元素,将其复制,然后尝试以某种方式使其成为我自己的元素。 或者只是直截了当,复制一些东西,然后看看我是否可以以编程方式复制一个很棒的机制。

It was all literally like hacking it together. I could show you some of the code that I wrote from way back and you would laugh.

从字面上看,这全都像是将其一起入侵。 我可以向您展示一些我以前写的代码,您会大笑。

您分享了在Instagram上所做的一切。 为什么? 那是什么感觉? (You shared everything you did on Instagram. Why? What was that like?)

Instagram was and is the number one thing for me. That's kind of how it all started as well. There is a big development community there. Specifically a game development community. Everyone shares their artwork, comments on ideas; people are generally pretty supportive.

Instagram过去对我来说是第一位。 那也是一切开始的方式。 那里有一个很大的开发社区。 特别是游戏开发社区。 每个人都分享他们的作品,对想法的评论; 人们通常都非常支持。

It was very motivating. Posting kept me active and pushed me forward because it's so solo. You can feel lonely at times. You have to really be self-motivated, get up in the morning on your own for no other reason than your passion for coding.

这非常激励人。 发帖使我保持活跃,并推动了我前进,因为它是独奏。 您有时会感到孤独。 您必须真正有上进心,早上起床只是出于对编码的热情。

Instagram is sort of a way to stay accountable and a way to build motivation because the reach that you get, as well as the community, are real.

Instagram是一种负责任的方式,也是一种建立动力的方式,因为您获得的影响力以及社区的影响力都是真实的。

I still use the same hashtags today to stay in touch with the community like #gamedev, #indiegamedev, #madewithunity, #unity3d.

我仍然使用相同的井号标签的今天保持联系,与像社会#gamedev#indiegamedev#madewithunity#unity3d

Instagram实际上导致您与人共同创立了公司,对吗? (Instagram actually lead to you co-founding a company, right?)

Yeah, I met my future business partner on Instagram. I was posting my artwork and he started with liking some photos. My partner really liked some of the weapon designs that I was doing. He eventually DM'ed me and we started exchanging ideas.

是的,我在Instagram认识了我未来的商业伙伴。 我正在张贴我的作品,他开始喜欢一些照片。 我的伴侣真的很喜欢我正在做的一些武器设计。 最终,他与我DM了,我们开始交换意见。

We traded ideas for a long time before I eventually bought a plane ticket from Toronto to properly meet him in Finland. It was a bit surreal. There's a massive community in Helsinki. Studios like Rovio and Supercell are based there. Finland is home to some crazy game companies.

在我最终从多伦多购买机票以在芬兰与他会面之前,我们进行了很长时间的交易。 这有点超现实。 赫尔辛基有一个庞大的社区。 RovioSupercell等工作室都设在这里。 芬兰是一些疯狂游戏公司的所在地。

I was starting to run before I could even walk. Soon we had our company, Action Reaction Games, and had begun planning our first game, Battle Blobs.

我甚至在走路之前就开始跑步。 不久,我们有了行动React游戏公司( Action Reaction Games) ,并开始计划我们的第一个游戏《战斗斑点》。

We just started developing the game. I had never built a multiplayer game before, so that was a bit of a hurdle. We tried all these different back end tools, all kind of worked, but kind of didn't. Every day had a new challenge. I learned about 80 percent of everything that I know now during this time.

我们刚刚开始开发游戏。 我以前从未玩过多人游戏,所以这有点困难。 我们尝试了所有这些不同的后端工具,都可以使用,但没有。 每天都有新的挑战。 在这段时间内,我了解了我现在所知道的一切的80%。

您如何找到其他志同道合的人来与您一起开展该项目的? (How did you find other like-minded people to start working on the project with you?)

My partner led a lot of that because he was the networking guy. I was more on the technical side of it all in those days. He led the force on that. As I said, the community in Helsinki is huge!

我的合伙人领导了很多工作,因为他是网络专家。 在那些日子里,我更多地是在技术方面。 他领导了这一点。 正如我所说,赫尔辛基的社区很大!

I think he had two engineers that he was working with to build a prototype before I joined. The fit wasn't right, so they ended up leaving. Eventually, we found an artist to work with. And then another really, really technical guy from there. All of these people he knew from his network.

我认为他有两名工程师,在我加入之前,他正在与他们一起制造原型。 适合不合适,所以他们最终离开了。 最终,我们找到了一位艺术家来合作。 然后是另一个真正的技术专家。 他从他的网络中认识的所有这些人。

在什么时候变得更加严重了? (At what point did it become more serious?)

Around April 2018. We were just closing the funding round and that's when things really started gearing up. It was incredibly strenuous leading up to that point.

大约在2018年4月。我们刚刚结束了融资一轮,那时事情才真正开始加速。 到那时为止,这是非常艰苦的。

It's a lot of meetings. It's a lot of pitches. It's a lot of meeting people for no reason that barely even respond to you, even though they seem very excited in the initial meetings. I wasn't there for many of them, but I was there for enough of them. I was there for the key ones that actually landed the investment rounds. So that was cool.

有很多会议。 间距很大。 很多会议无缘无故地几乎没有回应您,即使他们在初次会议上看起来很兴奋。 我没有在那里住很多人,但我在那里住了很多人。 我在那儿实际找到了投资回合的关键人物。 太酷了。

It is a complete grind. It's a grind of just hardcore networking and just figuring out who's really going to give you money, who actually believes in you and why am I here?

这是一个完整的过程。 这只是硬核网络,只是弄清楚谁真正会给你钱,谁真正相信你,我为什么在这里?

Finland's just such a hub. Money moves kind of slow there, but in a sense, it also kind of doesn't. There are tons of angel investors and venture capitalists in Helsinki focused exclusively on game investment. I don't want to name drop or anything, but we had some really cool people involved in Battle Blobs on the financial side early on.

芬兰就是这样的枢纽。 钱在那里移动很慢,但从某种意义上说,事实并非如此。 赫尔辛基有大量天使投资人和风险投资家专门从事游戏投资。 我不想说出drop或其他任何名字,但是在财务方面,我们早些时候就有一些非常酷的人参与了Battle Blob。

We ended up raising about 100k euros and then the Finnish government had a program where they essentially doubled that.

我们最终筹集了约10万欧元,然后芬兰政府实施了一项计划,他们实际上将其翻了一番。

投资后情况如何变化? (How did things change after the investment?)

Scheduling everything, tight deadlines, and way more meetings. We had very specific goals and needed to move much faster. The pace was much different. It was definitely an ego boost.

安排一切,紧迫的截止日期并安排更多会议。 我们有非常具体的目标,需要加快行动速度。 节奏大不相同。 这绝对是自我的推动。

There was more testing, playing, trying to get the team to coordinate better, which was a big struggle. We weren't always on the same page. It's tough. You knew in your heart that someone was really backing you. You kind of felt a huge sense of responsibility on that.

进行了更多的测试,测试和尝试,以使团队更好地进行协调,这是一个巨大的挑战。 我们并不总是在同一页上。 这很难。 您内心深处知道某人确实在支持您。 您对此感到很有责任感。

I was the only one that was remote, unfortunately. Everyone else was in the office every day working on it. I would come to Finland as much as I could and be there working hands-on, but I was the only one that was remote.

不幸的是,我是唯一一个遥远的人。 每天其他人都在办公室里工作。 我将尽可能多地来到芬兰,并在那里动手工作,但我是唯一一个遥远的人。

It's a little bit intimidating, especially when things start to get a little bit uncertain. You know, as things evolve and develop.

这有点令人生畏,尤其是当事情开始变得有点不确定时。 您知道,随着事情的发展和发展。

Battle Blob的最大成功是什么? (What was the biggest success of Battle Blobs?)

Definitely the technology we built, the software and literally just getting the game to launch. We did a really successful launch. We had fifty thousand downloads. We had no monetization mechanics, unfortunately. That was a huge oversight by us.

绝对是我们开发的技术,软件,以及真正意义上的启动游戏。 我们做了一个非常成功的发布。 我们有五万次下载。 不幸的是,我们没有获利机制。 那是我们的巨大监督。

A lot of it was pretty organic. We did pay a company to help us with our marketing. I don't think they really helped too much. But then somehow China got a hold of it and it spiked.

其中很多是非常有机的。 我们确实向一家公司付款,以帮助我们进行营销。 我认为他们并没有提供太多帮助。 但是后来中国以某种方式控制了它,并使其飙升。

It was really weird. It spiked around 15000 downloads over the course of two weeks, just randomly. We were not marketing in China at all. We were only marketing in the UK at the time. We were advised that was the best place. I question that now, but it seems that the marketing and the way our app looked right had some appeal there.

真的很奇怪。 在两周的时间内,它随机增加了约15000次下载。 我们根本不在中国进行营销。 当时我们仅在英国进行营销。 我们被告知那是最好的地方。 我现在对此表示质疑,但似乎市场营销和我们的应用程序看起来正确无误。

您什么时候开始觉得事情没有朝着正确的方向发展? (When did you start to feel like things weren't going in the right direction?)

We were planning for a second investment round post-launch. Our main goal was to generate retention, generate engagement and basically just generate a high-quality product. We pushed hard to get that second funding round. We did everything we could, even pivoting the entire game into something more simple.

我们正计划在发布后进行第二轮投资。 我们的主要目标是产生保留力,产生参与度并基本上只是产生高质量的产品。 我们努力争取获得第二轮融资。 我们竭尽所能,甚至将整个游戏变成更简单的事情。

When that timeline starts to run down and you notice the cash flow is going down and the next thing you know, we're dropping off salaries because we want to survive a little bit longer. That's when things get pretty sketchy and you get to get a bit concerned about the whole thing of it and then you start to really question yourself.

当该时间表开始用尽时,您会发现现金流正在减少,接下来您知道的事情是,我们降低了薪水,因为我们想生存更长的时间。 那时,事情变得很粗略,而您开始对它的全部事情有点担心,然后您便开始真正地质疑自己。

I found I was questioning my entire viability as a co-founder. Even if we landed the funding round, could I even run this thing the way it needed to be run? I had virtually no experience running a company. It was a lot of self-doubt and strong emotions.

我发现我对自己作为联合创始人的整个生存能力提出了质疑。 即使我们获得了资金回合,我是否还能按照需要的方式运行这件事? 我几乎没有经营公司的经验。 这是很多自我怀疑和强烈的情感。

Being remote sucked when it was starting to crumble. It was hard to even work. I was sitting at my computer doing nothing because I had nothing to do. There was nothing to do. And we're just kind of waiting, hoping we're gonna land a funding round.

当它开始崩溃时,被远程吸引。 甚至很难工作。 我坐在电脑前无所事事,因为我无事可做。 没事做 我们只是在等待,希望我们能够获得一轮融资。

In mid-August [2019], my partner basically said, look, maybe do some damage control and find a job. If you need or do whatever you need to do. That was pretty much it.

我的伴侣在8月中旬[2019年]基本上说,看,也许做一些损害控制并找到工作。 如果您需要或需要做任何事情。 仅此而已。

I took a couple of weeks just totally off. I played Minecraft for two straight weeks; it was like therapy.

我花了几个星期才完全休假。 我连续两个星期玩《我的世界》; 这就像疗法。

公司和建造的一切都发生了什么? (What happened to the company and everything that was built?)

It still exists. I think it's technically still under the ownership of Action-Reaction Games. I haven't really talked to these guys in a little while, but last I heard they were trying to license it out. I haven't heard anything about that. I'm assuming it hasn't happened yet.

它仍然存在。 我认为从技术上讲,它仍然属于Action-Reaction Games的所有权。 我已经有一段时间没有真正与这些人交谈了,但是最后我听说他们正在尝试将其许可。 我什么都没听到。 我以为它还没有发生。

The technology we built was really solid. It is a full-on multiplayer video game backend. You can build any type of multiplayer game within the framework we built. It's very powerful.

我们构建的技术确实可靠。 这是一个完整的多人视频游戏后端。 您可以在我们构建的框架内构建任何类型的多人游戏。 非常强大。

To be honest, it was also very cumbersome. It can get a little bit too much and maybe we overdid it on the tech. That's really one of the biggest things - maybe we overdid it on the tech. That's where a lot of our money went, where it did not need to go. To the engineers trying to over-engineer stuff.

老实说,这也很麻烦。 它可能会有点太多,也许我们在技术上过高了它。 那确实是最大的事情之一-也许我们在技术上过头了。 那是我们很多钱去的地方,它不需要去的地方。 给试图过度设计东西的工程师。

您犯了哪些最大的错误? (What were some of the biggest mistakes that you made?)

There were moments of panic where I made quick decisions that I should've just took a step back, took a breath and thought about it more. My panic caused others to panic, which was a formula for disaster.

在有些恐慌的时刻,我Swift做出了一些决定,应该退后一步,深吸一口气,然后再多考虑一下。 我的恐慌使其他人感到恐慌,这是灾难的一种表现。

I didn't personally feel confident. I didn't have the coding experience. Our CTO was really scaling up the tech and as he was scaling it up, I was falling behind because I wasn't able to keep up.

我个人并不自信。 我没有编码经验。 我们的CTO确实在扩大技术,而在他扩大技术时,我一直落后于我,因为我无法跟上。

I didn't have the knowledge. I probably still don't to be honest; it was very, very advanced. So I think that was another hurdle. I was trying to fill shoes that I couldn't really fill. I probably could've put myself in a better role within the company that would have been more productive, more successful.

我没有知识。 我可能仍然不诚实。 这是非常非常先进的。 因此,我认为这是另一个障碍。 我试图填充我无法真正填充的鞋子。 我本可以让自己在公司中发挥更好的作用,从而提高工作效率,取得更大的成功。

I was the producer, so I had a good role, I was keeping busy. I was managing all the releases. I was making sure builds were stable. I was doing quality assurance as much as I could, even though that was a challenge on its own.

我是制片人,所以我扮演很好的角色,我一直很忙。 我正在管理所有发布。 我确保构建是稳定的。 我尽了最大的努力来保证质量,即使这本身就是一个挑战。

The quality assurance and the testing process that we had was not good. It was hard to get the team to test for some reason. We just never wanted to play the game.

我们拥有的质量保证和测试过程不佳。 由于某种原因,很难使团队进行测试。 我们只是不想玩游戏。

I was always saying guys, we have to test this. We need to test this. And, you know, we would test out 2v2 or 1v1 and yeah, okay, it works functionally. The program works, but does the game work? The game is built around 3v3. We need to play this 3v3. Guys, this is releasing soon. We need to play this 3v3.

我一直在说伙计们,我们必须测试一下。 我们需要测试一下。 而且,您知道,我们将测试2v2或1v1,是的,它可以正常工作。 该程序有效,但是游戏有效吗? 游戏围绕3v3构建。 我们需要播放3v3。 伙计们,这很快就会发布。 我们需要玩这个3v3。

We never spent time making sure the game was actually fun. Like, literally sit down with a room full of people and play this thing to death until we know what we need to do. We never did that. I still don't do that with my current projects. That's another problem that I'm still facing but I'm working on that.

我们从未花费时间来确保游戏确实有趣。 就像,从字面上坐在一个人满为患的房间里,玩弄这个东西直到我们知道我们需要做什么为止。 我们从来没有那样做。 我目前的项目仍然不这样做。 这是我仍然面临的另一个问题,但我正在努力。

The biggest mistake that we made was when we landed our initial investment. We took a million dollar valuation on our pre-seed round.

我们犯的最大错误是当我们获得初始投资时。 我们在种子轮融资中获得了一百万美元的估值。

If you have a million-dollar valuation on your pre-seed round and in reality, you're only worth one hundred thousand dollars. You take that money that you've got at that million-dollar valuation in order to grow into a million-dollar valuation.

如果您在种子轮前的估值为100万美元,实际上,您的价值只有10万美元。 您拿走那百万美元估值所获得的钱,以便成长为一百万美元估值。

When you do that, you have your original investors thinking they bought a million-dollar company and then your next investors actually get a million-dollar company and then your original investors get screwed or you're screwing the next investors because they're getting a worse deal than your previous investors got.

当您这样做时,您的原始投资者以为他们买了一家价值一百万美元的公司,然后您的下一个投资者实际上得到了一百万美元的公司,然后您的原始投资者被搞砸了,或者您在欺骗下一个投资者,因为他们得到了比您以前的投资者得到的交易更糟糕。

It creates this dynamic of an impossible to raise funding round. If we had taken a real valuation from the beginning, we probably would've landed that second round. There was real value in the end but not when we took our initial valuation.

它创造了无法筹集资金的动力。 如果我们从一开始就进行了真正的估值,那么我们很可能会进入第二轮。 最终有实际价值,但当我们进行初始估值时没有。

如果您可以重新开始,您会做些什么? (If you could start all over again, what would you do differently?)

Focus on the programming fundamentals. I would spend more time understanding software design concepts and how to scale software because you're going to build software that you can't move at a certain point because you're just not building it properly.

专注于编程基础。 我将花更多的时间来理解软件设计概念以及如何扩展软件,因为您将要构建在某个特定时刻无法移动的软件,因为您只是无法正确构建它。

Eventually you'll have thousands of lines of code that's just gridlocked because it's so crap. You literally have to scrap it. I've done that. I've done that multiple times and it sucks.

最终,您将有成千上万的代码行陷入僵局,因为它是如此糟糕。 您实际上必须报废它。 我已经做到了。 我已经做过多次了,很烂。

If I just had better fundamentals at the beginning, we might have had a whole year head start.

如果刚开始时我有更好的基本面,那么我们可能会有整整一年的开始。

I use the SOLID design principles and other similar concepts now. I think that helps a lot. You don't have to keep rewriting stuff just to get one piece of functionality working. You also encountered way less bugs and way less problems along the way.

我现在使用SOLID设计原则和其他类似概念。 我认为这很有帮助。 您不必为了使一项功能正常工作而继续重写内容。 您还遇到了更少的错误和更少的问题。

在您休息两周之后,开始新事物的转折点是什么? (After your two-week break, what was a turning point for starting something new?)

I would think about it all the time. In the back of my head, while running Action Reaction Games, I always looked at these micro game companies, like Voodoo or POPCORE. These are super huge companies that literally make the simplest games ever.  They are always top charting.

我会一直考虑。 在脑海中,在运行动作React游戏时,我总是看着这些微型游戏公司,例如VoodooPOPCORE 。 这些超大型公司实际上是有史以来最简单的游戏。 他们总是排行榜榜首。

Once I took a break and I thought, ok, I could maybe try and release a game. It slowly started happening. I had this vision of a whole framework to help reduce the cost of game development. One day I woke up and thought, it's time to start.

休息一会后,我想,可以尝试发布游戏了。 它开始慢慢发生。 我有一个整个框架的构想,可以帮助降低游戏开发成本。 有一天我醒了,以为是时候开始了。

There was also an emotional hurdle. I almost felt guilty, as if I was cheating on Action React Games by doing my own thing, which is a weird feeling. It felt like divorce. It was crazy.

还有一个情感上的障碍。 我几乎感到内gui,好像我在做自己的事情在Action React Games上作弊一样,这是一种奇怪的感觉。 感觉就像离婚。 太疯狂了。

It started with just seeing how fast I can get a game out. I got a game out from day one in 20 days called emoji tap. That was pretty cool. Then I re-skinned it into the Halloween version about 14 days later. So I technically launched two games within the first two months, which felt great.

首先要看我能以多快的速度发布游戏。 我从20天的第一天开始就有一款叫emoji tap的游戏。 太酷了。 然后大约14天后,我将其重新皮肤化为万圣节版本。 因此,从技术上讲,我在前两个月内推出了两款游戏,感觉很棒。

I think I really learned the importance of goals, deadlines and scheduling from building Battle Blobs. I also learned a lot of my programming fundamentals building a bigger project. The pace of my learning has definitely slowed, but I'm really enjoying my work right now.

我想我真的从构建“战斗斑点”中学到了目标,截止日期和计划的重要性。 我还学到了很多关于构建更大项目的编程基础知识。 我的学习速度肯定放慢了,但是我现在真的很喜欢我的工作。

这些天让您忙碌的是什么? (What is keeping you busy these days?)

My new project is officially called 9 Cent Games. I'm really focused on building out the framework, so I can quickly and easily make new games. It handles in-app purchases, ads, products and pretty much everything that you could need for a minimum-viable-product.

我的新项目正式称为9 Cent Games。 我非常专注于构建框架,因此我可以快速轻松地制作新游戏。 它处理应用程序内购买,广告,产品以及几乎所有最低限度可行产品所需的一切。

From there, I plan on creating games and then having the games help grow the framework. When the framework grows, the games also grow by inheritance.

从那里,我计划创建游戏,然后让游戏帮助扩展框架。 当框架增长时,游戏也将通过继承而增长。

I want to make sure all games built using our framework have a solid foundation for success. I want to enable developers to build quickly while also reducing the cost of development. That's the idea.

我想确保使用我们的框架构建的所有游戏都具有成功的坚实基础。 我希望使开发人员能够快速构建,同时也降低开发成本。 那是主意。

It is very mobile-focused. Everything regarding iOS and Android deployment is completely handled. It's all cross-platform. This is probably already done but it's mainly a good exercise for me to build my skills as I'm trying to do this.

它非常注重移动性。 有关iOS和Android部署的所有内容均已完全处理。 都是跨平台的。 这可能已经完成了,但是对我来说,这主要是一次很好的锻炼自己的技能的练习。

I just released my new game, Germs: Virus Smash! on Android. It's never coming to iOS because Apple said no. They don't want to release any virus games during the quarantine.

我刚刚发布了新游戏,《细菌:病毒粉碎》! 在Android上。 它永远不会进入iOS,因为苹果公司拒绝了。 他们不想在隔离期间发布任何病毒游戏。

I'm pivoting it into Quirks. It's a subatomic particle game. It'll be the exact same game as Germs basically, but it'll have a different skin instead.

我正在将其引入Quirks。 这是一个亚原子粒子游戏。 基本上,它将与Germs完全相同,但是它将具有不同的外观。



If you want to follow Joey's journey further, you can find him on Instagram, @9centgames or @joe_torbett. You can also download all of his latest releases on Android and iOS!

如果您想进一步了解Joey的旅程,可以在Instagram, @ 9centgames@joe_torbett上找到他。 您还可以在Android和iOS上下载他的所有最新版本!

Don't be a stranger! Feel free to write if you have any questions, email me your favourite book recommendations, connect with me on Linkedin or follow me on twitter!

不要成为陌生人! 如有任何疑问,请随时写信, 给我发送您最喜欢的书推荐 给我,在Linkedin上与我联系,在Twitter 关注我

翻译自: https://www.freecodecamp.org/news/interview-with-a-self-taught-developer-turned-mobile-game-entrepreneur/

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