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How I’m Building My Dream Game While Working a 9–6 Job

Balancing a full-time job and a full-time dream isn’t easy, but here’s how I’m making it work — one bubble at a time.

Sandeep Tiwari · 2025-07-13 10:38 · 0 claps · 3.9 min read paywalled
#gamedev #indiedev #java #libgdx #programming
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Wiki topics: 💻 · Programming

How I’m Building My Dream Game While Working a 9–6 Job

Balancing a full-time job and a full-time dream isn’t easy, but here’s how I’m making it work — one bubble at a time.

Introduction:

Every evening, I shut my work laptop at 6 PM — but my day doesn’t end there.

That’s when I step into another world: the one I’m creating pixel by pixel, bug by bug, feature by feature. A game. My game.

I’m not a full-time indie developer. Not yet. But I’m someone who dreams of making games that are not just fun but meaningful — games that bring joy, teach something, or simply make someone smile.

My current side project? A number-based game that takes inspiration from popular titles like Color Ball Sort and Memory Booster — the kind of games that are simple on the surface but require focus, logic, and pattern recognition. Mine adds a unique twist: sorting and clicking number bubbles in ascending order, under pressure and with limited attempts. It’s fast-paced, mentally engaging, and aimed at improving memory and number recognition — especially for kids.

Balancing this passion project with a demanding 9–6 job isn’t easy. There are days I’m too tired to think, nights I feel I’m not moving fast enough, and weekends where sleep tempts more than code.

But I’ve learned to keep going — one line of code at a time.

In this post, I’ll share:

  • What inspired me to start building a game,
  • How I manage time and energy,
  • The tools I’m using (and why),
  • The challenges I’ve faced,
  • And why this side project means more than just a hobby.

Whether you’re dreaming of building a game, writing a book, or starting any creative side project — I hope this encourages you to start, and keep going.

1. Why I Chose to Build a Game

I’ve always loved games — not just playing them, but understanding how they work.

Growing up, I was drawn to puzzles, memory games, and logic challenges. Later, I found myself spending hours playing games like Color Ball Sort, where you organize colorful balls by type, and Memory Booster, which tests how fast and accurately you can recall and act on what you’ve seen.

Those games sparked something in me. I didn’t just want to play them — I wanted to build something in that space. A game that combines visual memory, number sense, and sorting under pressure. Something that’s fun for adults but also educational for kids.

That’s how my game idea was born: a number sorting challenge where players click on bubbles in ascending order, with increasing difficulty at each level — less time, more numbers, fewer mistakes allowed.

The idea was simple. But starting wasn’t.

Like many developers, I kept thinking:

  • Do I even have time for this?
  • What if I never finish it?
  • I don’t know game design — will anyone even play it?

But then I realized: if I wait for the perfect time, I might never begin.

So, I opened up a LibGDX project one weekend — and never looked back.

2. Tools I Chose (and Why)

  • Game Engine: LibGDX — lightweight, Java-based, perfect for beginners.
  • Language: Java — already familiar from your job.
  • Tools: gdx-liftoff, draw9patch.jar, Box2D, skinComposer etc.
  • Sound: Freesound.org or simple effects.
  • Planning: Trello or Jira to break down features.

3. What I Learned Building After Hours

  • How hard it is to code after work (but how rewarding too).
  • The joy of seeing your own game logic work.
  • Importance of baby steps — one feature per night.
  • The difference between professional deadlines vs personal motivation.

4. Time Management (Without Burning Out)

  • Pomodoro approach: 25 min dev, 5 min break.
  • Schedule: 3–4 nights a week, 1 weekend half-day.
  • Set weekly goals instead of daily pressure.
  • Track energy, not just time — know when to rest.

5. What Keeps Me Going

  • Despite the challenges, here’s why I keep coming back to it:
  • That Joy When a Feature Just Works The moment a bubble sorts correctly, or a level finishes as expected — it’s pure dopamine.
  • Knowing I’m Creating Something of My Own Not for clients. Not for managers. Just for me — and hopefully for kids who’ll enjoy playing it.
  • The Dream of Launching One Day Maybe on Google Play. Maybe on Itch.io. Maybe even on Steam. The thought of seeing my name on a game is deeply satisfying.
  • Learning Outside My Comfort Zone Game design, UI/UX, player psychology — I’m learning way more than I expected.

6. Final Words: What You Can Do Too

  • You don’t need to quit your job.
  • You don’t need perfect art or sound.
  • You just need to start — and keep going, step by step.

7. The Dream: Publish, Monetize, Inspire

One of my biggest goals with this project is to eventually launch it on the Google Play Store.

Not just to say “I made a game,” but to actually share it with the world — and yes, hopefully, make some income from it too.

I plan to:

  • Start with a free version that’s fun, polished, and complete.
  • Add optional ads or in-app purchases (maybe extra hints or level packs) to support the game.
  • Use real player feedback to improve and evolve the experience post-launch.

The idea of earning even a small income from something I created — in my spare time, from scratch — is exciting. It’s not about getting rich, but about creating value, building confidence, and opening up a new path for the future.

This project has shown me that it’s possible to build and share your ideas, even while working full time.

If it succeeds, great. If not, I’ll still have learned more than any tutorial could teach.

Either way — it’s a win.

Although the game is a work in progress, here’s a quick sneak peek:

https://youtu.be/7p517KV58ak


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