As I mentioned above, I am not interested in pursuing a job, just to be in the industry. Maybe if I was 18 years old, it would be an option, but being almost 33 years old and having a good career definitely changes things a bit.
So, the only way that would make sense to me would be, signing up for Game Development programs at Columbia College here in Chicago. They have a really nice selection.
Also, I could start learning a programming language.
Bottom line is, I am not willing to drop my current career just to work in a game industry. I can spend the money I make now on learning things which I really need.
I did a little research and it seems that experienced programmers say to learn Python first, since I have no coding experience.
Then, why do they say Python, if nearly no one even uses it for production games? At what point do I stop with Python and switch over to something more complex (C or C++)?
I guess I am looking for the most efficient way of even having a crack at making it happen. Apparently, without knowing how to code, I can forget about the whole deal. Thing is, what if I spend 2-3 years learning how to program and I still won't be able to make a game (which will most likely be the case). All this money and time, absolutely wasted. Sure, hiring a programmer will not give me the exact results, but neither will my weak programming skills even after spending who knows how many years learning.
You never know when a language can become useful down the road, and as long as you just see it as a stepping stone for greater things (like to learn programming basics preparing you for a smoother transition to C++), learning python first is not the worst idea.
Thanks for such elaborate reply man.
So, why don'y you finally finish something and release it?! I mean, games like Terraria or damn FTL sell millions of copies.
You know, I wish I started learning all this stuff even 10 years ago, it would have been such a different situation right now. I bet I would have my own studio by now.
The trick is, I can either start learning now and hope for the best, or find myself 10 years from now saying the same damn thing I'm saying now.
Well, I enjoy making games, and making my visions a reality. That is my priority at the moment. To be honest, if I would have started game development with the goal of making a ton of money, I would have stopped doing it long ago. It is REALLY hard to even survive just on making games, lets not talk about selling millions of copies.
Really, unless you have brilliant idea, a lot of luck (hard to plan for), or are already a big studio with a good plan and some luck, making enough money to keep afloat should be your goal first, not selling millions of copies.
Reality check no. 1 in the game industry: almost no game ever enjoys the success of FTL, or Angry Birds, or Flappy bird. Its a one in a million thing. Hoping for such a runaway success is like betting on winning the lottery.
Now, the ONLY real reason to stick to it and continue striving for an Indie career or working on game dev as a hobbyist is because you love the craft. Which happens to be the case for me. I don't really need to release games for that, altough I plan to be doing that at some point. But I am realistic in the sense that I know this will most probably never be my main source of income... and I am okay with that, as long as I get the freedom in return to do whatever I want and enjoy, without being bound by market analysis, marketing pressure and overambitious profit goals.
As to not having an eternity: that is completly fine. Nobody forces you to create huge games, or AAA quality. You can create smaller, simpler games much quicker, and with less skill needed. If you insist on hiring other people, it might also be cheaper as the whole game can be done quicker.
Again, make sure you do the reality check on that: Chances for a runaway success is even smaller the simpler the game is. Hoping for a RoI with a small mobile game is futile, unless it was produced for free in the shortest amount of time (there are exceptions *cough*Flappy Birds*cough*, but again, one in a million).
Even here, if you're doing it for the money and not for the love of the craft, its not a good idea.
Caveat: I hear some people saying that if you have a good process, you can survive on shovelware.... lots, LOTS of shovelware. The process would be to release as many games as possible in as little time as possible and hope for a constant trickle of income from the many inApp payments, Ads or whatever your monetization plan is else.
If you want to follow that process, you might be able to survive in the App stores without being the one in a million.
Last thing: There was never a better time to start than now. For one, in the sense that there never where more resources available to learn game development and produce quality stuff, a lot of it for free. And also in the sense that 10 years ago, you might not have had what it takes to start a game dev career... the most important thing, a strong drive to start with, obviously was missing in the first place.
As long as you are not aiming for a position in an AAA company, this is not like aiming for a sports career, where you have to start at 5 or you are never a star before you get to old (which might be 20 for some sports). If you are aiming at being an Indie or Hobbyist, there is no "being too old"...
I do know the feeling of "either do it now, or regret it later"... that is why I started myself besides other things. I do not regret it until now, even though I must have sunk 1000's of hours into various of my projects, programming, producing art for, and designing my game prototypes.
Why not give it a try? Just try to not start with hiring peoples, until you are damn sure you know what you are paying for. You might also pick up some technical and art skills on your way there, but as I said before, they never hurt in this business.