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Your First Ten Games Are Garbage

Apr 16, 2026
Your first ten games are garbage

The Origin of a Hard Truth

"Your first ten games are garbage." This blunt statement comes from the classic game design textbook The Art of Game Design by Jesse Schell. In this influential book, Schell shares this wisdom as a way to set realistic expectations for aspiring game developers.

The concept has resonated with developers across disciplines, from board game designers to indie video game creators. It's a tough pill to swallow, but it contains a fundamental truth about the learning process in game development.

The Ideal vs. The Reality

Many aspiring game developers enter the field with an idealistic vision: if they study enough game design theory, learn programming, and master art and sound design, their first game could be a hit.

But the reality is very different. When you see someone who appears to have "made it" with their first released game, chances are they've already created numerous prototypes, unfinished projects, and failed experiments that never saw the light of day. Those hidden failures are part of their ten "garbage" games.

Why Every Developer Must Hit the Same Potholes

Game development has a unique characteristic: it seems every developer must experience certain pitfalls firsthand, regardless of how much they've been warned about them.

Common Pitfalls Every Developer Faces

  • Scope creep: The project that starts as a simple idea but grows uncontrollably until it's impossible to finish.
  • Feature bloat: Adding too many mechanics and features instead of focusing on a core experience.
  • Technical debt: Rushing implementation without proper planning, leading to unmaintainable code.
  • Art paralysis: Spending too much time on art assets instead of completing the game.
  • Marketing neglect: Finishing a game but having no plan to get it in front of players.

Even when developers know these are pitfalls, they often think, "I can avoid that," only to find themselves falling into the same traps. Experience is a harsh but effective teacher.

What Counts as One of Your Ten Games?

The "ten games" concept isn't limited to fully completed and published projects. It includes:

  • Unfinished prototypes
  • Game jam entries
  • Modified game variants
  • Half-completed projects
  • Design documents that never made it to implementation

Every failed experiment, every abandoned project, and every learning experience counts towards your ten. The goal isn't to create ten polished games, but to work through the learning curve by actually creating games.

The Purpose of Your First Ten Games

Your first ten games serve a crucial purpose: they're your training ground. Each one teaches you valuable lessons that you can't learn from books or tutorials alone.

What You Learn From Your First Ten Games

  • Project management: How to scope a project realistically and see it through to completion.
  • Technical skills: Programming, art, sound design, and game engine mastery.
  • Design intuition: What makes gameplay fun, balanced, and engaging.
  • Playtesting: How to gather and implement feedback effectively.
  • Marketing: How to get your game noticed in a crowded marketplace.
  • Resilience: How to overcome setbacks and keep creating.

The Power of "Just Do It"

For new indie game developers, the best advice is simple: just do it. Don't wait until you feel ready. Don't spend years planning your "magnum opus." Start creating games—even small, simple ones.

Practical Steps to Get Through Your First Ten Games

  • Start small: Create games that can be completed in days or weeks, not months or years.
  • Participate in game jams: Game jams force you to create under time constraints and learn to finish projects.
  • Focus on one mechanic: Each game should explore one core mechanic rather than trying to do everything.
  • Publish everything: Even your unfinished games can provide valuable feedback if you share them.
  • Analyze your failures: After each game, take time to reflect on what went wrong and what you learned.

Success Stories That Started With Garbage

Many successful indie developers have openly talked about their early failures:

Case Study: Edmund McMillen

Before creating hits like The Binding of Isaac and Super Meat Boy, Edmund McMillen created numerous small games and mods. His early work was far from polished, but each project taught him valuable lessons that he carried into his later successes.

Case Study: Toby Fox

The creator of Undertale started with small game projects and mods, including contributions to the EarthBound fan community. These early experiences helped him develop his unique approach to game design and storytelling.

Case Study: Phil Fish

Before Fez, Phil Fish worked on several smaller projects that never saw release. The lessons he learned from those failures were instrumental in the development of his breakthrough game.

Embracing the Journey

It's natural to feel discouraged when your early games don't meet your expectations. But instead of seeing these as failures, view them as necessary steps on your path to becoming a better game developer.

Reframing Your Perspective

  • Each game is a lesson: Every project, no matter how "garbage," teaches you something new.
  • Progress over perfection: It's better to finish a simple game than to never finish a complex one.
  • Community matters: Share your work, get feedback, and learn from other developers.
  • Patience is key: Mastery takes time, and your skills will improve with each project.

When Will You Know You've Passed the Ten-Game Mark?

There's no exact moment when you'll suddenly become a great game developer. But you'll notice gradual improvements:

  • Your games will start to feel more polished and complete
  • You'll encounter fewer unexpected problems during development
  • You'll develop a clearer vision for your projects
  • Players will start to respond positively to your games
  • You'll feel more confident in your abilities

Conclusion

So, are your first ten games going to be garbage? Yes, they probably will be. And that's okay. In fact, it's essential.

The journey from creating terrible games to creating great ones is not a linear path. It's a process of trial and error, of learning from mistakes, and of gradually building your skills and intuition.

For new indie game developers, the most important thing is to start creating. Don't let fear of making bad games stop you. Embrace the fact that your early work will be rough around the edges, and use each project as an opportunity to grow.

Remember: every great game developer started where you are now. They made their share of terrible games, learned from them, and kept going. And with each game you create, you're one step closer to making something truly special.

So go ahead—make your first game. Then your second. And your third. Keep going until you've made ten. By then, you'll be well on your way to becoming the game developer you want to be.