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Own projects. Should it be perfected?
I write simple games on Unity for self-development and drop to github (I hope it will help when looking for your first job in game development).
The question arose: is it worth bringing 1 game to an acceptable level, i.e. send experienced comrades for refactoring, fix errors in writing code and designing it, etc.
Or is it better to do several projects during this time, albeit not with such a scrupulous approach?
Which behavior model is more profitable?
PS I finished the last game on trifles longer than I originally wrote an "adequately" working version.
It seems that at the junior level, the amount of experience is more important than quality, but you don’t want to leave bad code.
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Write one - the most polished game, and all the rest - no, and indicate: what else needs to be completed to the ideal and why you didn't do it: i.e. That's exactly how you list everything.
First, specify the reason for creating a raw project:
"A project that shows my %skill%..." .
And then, write the points (in readme.md) that you would do to the ideal.
Be sure, after these points, provide a link to the project with the most polished game (so that you can compare words with deeds).
It's not entirely clear what your goal is. Based on your word "more profitable" (that is, in Russian "more profitable"), it can be interpreted in different ways.
1) If you consider your games as extra items on your game developer resume, and the benefit for you means professional growth and a potential salary from the employer, then you need not to polish the game to the ideal, but to increase KPI. That is, you need to pay attention to those moments that bring profit, and those that do not bring - score. However, this has little to do with programming, it's more marketing, psychology, game design, and that's it. This is usually not possible for one person. But if at least one of your games suddenly becomes a commercial success, even if you are just one of its developers within a small team, then this is considered a serious achievement when applying for a job and has a really solid weight, no matter what narrower specialty you choose .
2) If you consider your games as extra items on a programmer 's resume, then in fact it doesn’t matter if it’s a game or something else. This is where your programming experience (again, just the number of years) will come into play , plus your team experience. Soft skills play a slightly larger role in compiling a resume and passing an interview. Otherwise, the ideas from the previous paragraph are also applicable - that is, the number of worthy projects that are considered achievements that are not ashamed to show.
3) If the benefit for you means actually selling your games, then this goal strongly intersects with the first point, with the only difference being that you maximize profit (and, moreover, for yourself). Similar to the first point, this is a complex topic, and you need to be able to do many things that a single person cannot do. And if you want your own team (and not joining someone else's), then you also need a solid budget. There will be even less programming here, or rather, you personally will simply not have time for this. But this point is contradicted by your words "for self-development and drop to github", which, as it were, hints that you do not need money directly from games.
4) Finally, if you want to literally engage in self-development, that is, improve the quality of the codeand reduce the number of bugs in it, then you need to get confused specifically on this. Again, games have nothing to do with it. You need to put things in order in your head, accustom yourself to good code design, etc. Experience, of course, is also a plus, but stupidly experience is not enough. There are no exact recipes here. You can even start by googling the naive phrase "how to write code without errors", and then as it goes, it's a long way. But I must say right away that this has little to do with commercial gain. That is, even if you participate in a AAA project where the absence of bugs is critical, no one will put your code into production immediately after writing it. Everyone makes mistakes, even the pros.
PS At the junior level, you can only be an assistant. That is, knowing only the theory well, receiving comments from more experienced comrades who are responsible for success. Although the division is rather arbitrary. Pet projects can both contribute to growth, and simply take time, depending on what and how to download.
Yes, in principle, especially similar projects will not help you when looking for a job, I'll tell you.
For a real gamedev is different from what you do.
So the answer is no.
It makes sense when it brings you income or helps you improve your skills.
An excellent indicator - I wrote a simple free game - it accidentally hit the top and they paid attention to it. Of course, in this case, people will look at your code and learn from it.
For practice, yes.
But - the ideal is not achievable.
It won't help you in your job search. Unless indirectly - because you are pumping skills.
licking the code of your own projects, like any other work with them that does not ultimately bring CLEAR cash profit, is just your next step towards burnout and further lack of interest in this area.
I speak as a person who, since the beginning of the 2000s, has been riveting various own projects in the form of websites, and the most "unprofitable" projects have become just those projects that took longer and were an order of magnitude more professional. code licking, refactoring, etc. - this is from the same opera when they say that when a cat has nothing to do ... from a professional point of view, it is definitely a profit, but in the context of human existence - the same waste of time as many other things.
With a probability of 99.99%, no one will need your code, including you. Take it for granted, and then answer the question - do you need all this and to whom?
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