What do you do when a project doesn't work out?
The way I see it, you can take it two different ways: positively and negatively. This week, development on Colony Rush was stopped due to a lack of funding. We're going to be positive here, so I won't even get into how to look at something negatively (why would you want to anyway?). The obvious thing to take away is to learn from any mistakes that were made; that is how you learn. However, it is often very easy to focus only on every single mistake and take on a pessimistic attitude. When a project doesn't come through, the best you can do is look back at what you accomplished rather than what you weren't able to do. At the beginning of my time at Reactuate Games, I knew next to nothing about C# or Unity, and after two and half months of development I was able to get a playable game working; a game that wasn't even clearly defined when we started working. It wouldn't win any awards by far, but to think that a developing programmer and artist (the artist, Katey Bluel, hadn't done much 3D work before this job) were able to create something in that amount of time is crazy.