Imposter syndrome: Game developers who feel like frauds
Imposter syndrome: Game developers who feel like frauds
By Richard Moss @MossRC
on Jan 22, 2016 at 12:00p
The successful game developers who still feel like they're faking it.
Two years ago, sound designer and composer Stephan Schütze went to Sony Studios with a friend to watch the orchestra record a Muppets movie soundtrack. After, at dinner, they chatted about his career in the game audio business. He told his friend he didn't feel like a success. He hadn't done anything on a level equivalent to the Muppets movie. "I don't have anything with street cred, and I never worked on a Halo," he recalls saying. "I never worked on a Battlefield. I never worked on anything that was a big-name game that had people go, 'Wow.' I hadn't succeeded enough to be anybody of any value."
His friend countered, saying he'd done amazing things: Besides sustaining a career in the industry for more than 15 years, he'd written three fully orchestral game scores and worked with the Melbourne Symphony Orchestra. "I said I don't feel like any of those things are amazing," he recalls.
He had a classic case of impostor syndrome, which is a psychological phenomenon that stops people from internalizing their accomplishments — often to such an extent that they will attribute their success entirely to luck, circumstance or simple "hard work" rather than to genuine ability.
Schütze's friend had learned about it from a masterclass with John Powell, who wrote the musical scores for the "Bourne" films, "Kung Fu Panda," "How to Train Your Dragon" (for which he was nominated for an Academy Award) and dozens of other major motion pictures. Powell is one of the top composers in the movie business. Yet he felt like an impostor. Schütze was shocked. He couldn't believe it.
Then Schütze looked it up. He found a few famous, award-winning actors who had admitted to having impostor syndrome — a list that includes Denzel Washington, Tina Fey, Cate Blanchett, Jodi Foster and many others. Beneath the fame and fortune lurked an uncertainty. A fear, or guilt, that maybe they'd be exposed at some point as the frauds they really were.
What follows is the story of one game designer at a major studio and four at smaller teams who have found their success hard to swallow.
Mo' money, mo' problems
For many indies, the trouble with impostor syndrome doesn't start until after they release a game that proves them worthy to the world. Thomas Was Alone creator Mike Bithell wrote in a blog post in early 2014 that he'd noticed certain common threads in the way sudden, unexpected commercial success affected him and many of his indie peers. (Bithell declined Polygon's request for an interview.) The work to get there takes a mental, physical and social toll, he noted, but also a psychological one. That overnight success breeds guilt, and it comes as an emotional shock.
"You know of like 10 other games that came out last month that deserve it more than you," he wrote. "Why do you get to be the one whose dreams come true? If you're from humble beginnings, the money side of it makes it worse."
The Stanley Parable co-creator and The Beginner's Guide developer Davey Wreden found in the months following The Stanley Parable's standalone 2013 release that success both amplifies anxieties and strips you of your creative ownership. Writing on his blog, he described how he began to gauge his own satisfaction with himself and his work against Stanley Parable's place on Game of the Year lists. Wreden came to expect the game to be on these lists. "I crave[d] the validation I imagine[d] each new GotY list might shower me in," he wrote.
The Stanley Parable
Organ Trail designer Ryan Wiemeyer — one half of indie studio The Men Who Wear Many Hats — has had similar issues. "Previous things that happened that used to be exciting [such as being featured on the App Store] become expectations," he says, "and they really suck when they don't happen."
Organ Trail was a huge hit for The Men Who Wear Many Hats. It drew a large audience in its first incarnation as a free browser game, which helped Wiemeyer and programmer Michael Block raise $16,339 on Kickstarter to fund development on an expanded version for mobile and PC. Recently, a further-expanded version came out for PlayStation 4 and the PS Vita. Organ Trail: Director's Cut has so far sold several hundred thousand copies and met with rave reviews from press and players.
But for Wiemeyer, that commercial and critical success made him feel like an impostor. He'd made a game people liked, but he wasn't convinced that its popularity stemmed from good design. Maybe it only did well because it combined the old educational game Oregon Trail with zombies, he thought.
Organ Trail
"I specifically felt it the most when I went to PAX," he recalls. "I got accepted into the Indie Megabooth in PAX East to show Organ Trail at one point, and then the next PAX Prime we didn't get accepted. But I was still at PAX."
He walked around the expo floor and checked out the games his fellow indies were showing off. Games that he could never have made. And he met some of his heroes for the first or second time. "When you meet someone who you think is really cool [at an event like PAX], it feels like they're blowing you off," says Wiemeyer. "They're just really busy or they meet someone who thinks they're really cool every five seconds in that setting, so they just don't have the time to like invest in you." But his mind turned to the worst-case scenario. Organ Trail wasn't a completely original idea. Game developers value originality very highly in game design. They must, therefore, be unimpressed by Organ Trail. They must think it's cheap and stupid — the lazy route to success.
"I kind of internalized that it must have been that they know about the game and they've already dismissed it," Wiemeyer says, "and that's when I started to feel impostor syndrome the most. I would be like, 'Hey, I made this game and it's relatively popular and it's done well and it is a good idea and it's fun,' but people would be like, 'Oh, OK.' And that made me feel bad."
He later got to know many of these other indie developers and realized that he was just projecting his own insecurities onto others. But in the meantime he felt compelled to prove his place in the community. He had to design a game that was 100 percent original. A totally new idea. Something that couldn't possibly be dismissed as an existing game with a quirky twist.
Max Gentlemen
That game became Max Gentlemen, a multiplayer "extreme manners simulator" that involves stacking hats and bare-knuckle brawling with shirtless gentlemen in a variety of locations. Despite debuting as a free download, it sold poorly compared to Organ Trail. A big part of the problem was that, during development, Wiemeyer couldn't step back from it. This was the game, after all, that would prove his design chops. It had to be perfect.
"As the game started not being right, I started getting depressed," he says. "I was like, 'This is my thing, and it's not perfect or great. It's just OK.’"
"I often compare myself to games that I want to be," he says. "So like Super Hexagon is a beautiful, simple game that was targeting some of the same platforms and was a similar play length and I loved how tight and wonderful that experience was. So I kept looking at our game and being like, 'It's not that game,' and feeling bad about it. Then it made me scared to share the game with people, which is also a huge design taboo — you need to constantly be getting feedback."
Everyone at this conference is a fraud
Stephan Schütze didn't think his talk on impostor syndrome at developer-centric conference Game Connect Asia Pacific in October would attract much of an audience. The experienced composer, who recently composed the audio for League of Geeks' acclaimed digital role-playing strategy board game Armello, thought that most conference attendees would rather "see things like art styles and code pipelines and some famous person talking in a keynote speech."
He couldn't have been more wrong. His talk was one of the most popular at the conference. Event staff had to turn people away from entry because the room was full.
Armello
"There were people who read the title of the talk and went, 'Oh my God, he knows! How did he find out? I'm a fake. I'm an impostor,'" says Schütze. He believes that impostor syndrome is widespread in the games industry, but few people talk about it or even know what it is.
To explain, he points to something that happened to him earlier this year while working with a team that he describes as superheroes — a team that's working to create audio technology and content for augmented reality startup Magic Leap. "I mentioned impostor syndrome to my boss, just as an offhand remark," says Schütze. His boss hadn't heard of it, so Schütze gave a quick, two-minute explanation. "Then [my boss] turned to the team, which at that stage was around eight people," Schütze continues, "and he said, 'Does anybody else here suffer that?' Without looking away from my boss, every single person on the team put their hand up."
"It is like being in a room with the Avengers and having them all put up their hand going, 'Yeah, look, I'm a fraud.'"
"It is like being in a room with the Avengers and having them all put up their hand going, 'Yeah, look, I'm a fraud. I'm not really very good at what I do. And I feel like a bit of a phony.' These are people like the guy who was in charge of audio for the original Xbox [and] the guy that designed the first ever software sampler, which evolved into the first software synthesizer."
Schütze thinks impostor syndrome sticks around or amplifies in accomplished people because they are acutely aware of their own limitations. The more they know, the more they see they still have to learn. And it's hard not to compare yourself unfavorably with your peers.
"Every single day I'm going to look at the people who've written amazing music for things like Mass Effect and Portal and stuff like that," says Schütze. "And I can't possibly compete with them because we're all unique. We're all different. I get this weird feeling with some pieces of music where it's this bittersweet thing. I am so, so sad that I didn't write that piece of music, but I'm so glad that I didn't write that piece of music because it's so awesome and I wouldn't have felt the same way about it if I had written it."
Imposter syndrome: Game developers who feel like frauds
By Richard Moss @MossRC
on Jan 22, 2016 at 12:00p
The successful game developers who still feel like they're faking it.
Two years ago, sound designer and composer Stephan Schütze went to Sony Studios with a friend to watch the orchestra record a Muppets movie soundtrack. After, at dinner, they chatted about his career in the game audio business. He told his friend he didn't feel like a success. He hadn't done anything on a level equivalent to the Muppets movie. "I don't have anything with street cred, and I never worked on a Halo," he recalls saying. "I never worked on a Battlefield. I never worked on anything that was a big-name game that had people go, 'Wow.' I hadn't succeeded enough to be anybody of any value."
His friend countered, saying he'd done amazing things: Besides sustaining a career in the industry for more than 15 years, he'd written three fully orchestral game scores and worked with the Melbourne Symphony Orchestra. "I said I don't feel like any of those things are amazing," he recalls.
He had a classic case of impostor syndrome, which is a psychological phenomenon that stops people from internalizing their accomplishments — often to such an extent that they will attribute their success entirely to luck, circumstance or simple "hard work" rather than to genuine ability.
Schütze's friend had learned about it from a masterclass with John Powell, who wrote the musical scores for the "Bourne" films, "Kung Fu Panda," "How to Train Your Dragon" (for which he was nominated for an Academy Award) and dozens of other major motion pictures. Powell is one of the top composers in the movie business. Yet he felt like an impostor. Schütze was shocked. He couldn't believe it.
Then Schütze looked it up. He found a few famous, award-winning actors who had admitted to having impostor syndrome — a list that includes Denzel Washington, Tina Fey, Cate Blanchett, Jodi Foster and many others. Beneath the fame and fortune lurked an uncertainty. A fear, or guilt, that maybe they'd be exposed at some point as the frauds they really were.
What follows is the story of one game designer at a major studio and four at smaller teams who have found their success hard to swallow.
Mo' money, mo' problems
For many indies, the trouble with impostor syndrome doesn't start until after they release a game that proves them worthy to the world. Thomas Was Alone creator Mike Bithell wrote in a blog post in early 2014 that he'd noticed certain common threads in the way sudden, unexpected commercial success affected him and many of his indie peers. (Bithell declined Polygon's request for an interview.) The work to get there takes a mental, physical and social toll, he noted, but also a psychological one. That overnight success breeds guilt, and it comes as an emotional shock.
"You know of like 10 other games that came out last month that deserve it more than you," he wrote. "Why do you get to be the one whose dreams come true? If you're from humble beginnings, the money side of it makes it worse."
The Stanley Parable co-creator and The Beginner's Guide developer Davey Wreden found in the months following The Stanley Parable's standalone 2013 release that success both amplifies anxieties and strips you of your creative ownership. Writing on his blog, he described how he began to gauge his own satisfaction with himself and his work against Stanley Parable's place on Game of the Year lists. Wreden came to expect the game to be on these lists. "I crave[d] the validation I imagine[d] each new GotY list might shower me in," he wrote.

The Stanley Parable
Organ Trail designer Ryan Wiemeyer — one half of indie studio The Men Who Wear Many Hats — has had similar issues. "Previous things that happened that used to be exciting [such as being featured on the App Store] become expectations," he says, "and they really suck when they don't happen."
Organ Trail was a huge hit for The Men Who Wear Many Hats. It drew a large audience in its first incarnation as a free browser game, which helped Wiemeyer and programmer Michael Block raise $16,339 on Kickstarter to fund development on an expanded version for mobile and PC. Recently, a further-expanded version came out for PlayStation 4 and the PS Vita. Organ Trail: Director's Cut has so far sold several hundred thousand copies and met with rave reviews from press and players.
But for Wiemeyer, that commercial and critical success made him feel like an impostor. He'd made a game people liked, but he wasn't convinced that its popularity stemmed from good design. Maybe it only did well because it combined the old educational game Oregon Trail with zombies, he thought.

Organ Trail
"I specifically felt it the most when I went to PAX," he recalls. "I got accepted into the Indie Megabooth in PAX East to show Organ Trail at one point, and then the next PAX Prime we didn't get accepted. But I was still at PAX."
He walked around the expo floor and checked out the games his fellow indies were showing off. Games that he could never have made. And he met some of his heroes for the first or second time. "When you meet someone who you think is really cool [at an event like PAX], it feels like they're blowing you off," says Wiemeyer. "They're just really busy or they meet someone who thinks they're really cool every five seconds in that setting, so they just don't have the time to like invest in you." But his mind turned to the worst-case scenario. Organ Trail wasn't a completely original idea. Game developers value originality very highly in game design. They must, therefore, be unimpressed by Organ Trail. They must think it's cheap and stupid — the lazy route to success.
"I kind of internalized that it must have been that they know about the game and they've already dismissed it," Wiemeyer says, "and that's when I started to feel impostor syndrome the most. I would be like, 'Hey, I made this game and it's relatively popular and it's done well and it is a good idea and it's fun,' but people would be like, 'Oh, OK.' And that made me feel bad."
He later got to know many of these other indie developers and realized that he was just projecting his own insecurities onto others. But in the meantime he felt compelled to prove his place in the community. He had to design a game that was 100 percent original. A totally new idea. Something that couldn't possibly be dismissed as an existing game with a quirky twist.

Max Gentlemen
That game became Max Gentlemen, a multiplayer "extreme manners simulator" that involves stacking hats and bare-knuckle brawling with shirtless gentlemen in a variety of locations. Despite debuting as a free download, it sold poorly compared to Organ Trail. A big part of the problem was that, during development, Wiemeyer couldn't step back from it. This was the game, after all, that would prove his design chops. It had to be perfect.
"As the game started not being right, I started getting depressed," he says. "I was like, 'This is my thing, and it's not perfect or great. It's just OK.’"
"I often compare myself to games that I want to be," he says. "So like Super Hexagon is a beautiful, simple game that was targeting some of the same platforms and was a similar play length and I loved how tight and wonderful that experience was. So I kept looking at our game and being like, 'It's not that game,' and feeling bad about it. Then it made me scared to share the game with people, which is also a huge design taboo — you need to constantly be getting feedback."
Everyone at this conference is a fraud
Stephan Schütze didn't think his talk on impostor syndrome at developer-centric conference Game Connect Asia Pacific in October would attract much of an audience. The experienced composer, who recently composed the audio for League of Geeks' acclaimed digital role-playing strategy board game Armello, thought that most conference attendees would rather "see things like art styles and code pipelines and some famous person talking in a keynote speech."
He couldn't have been more wrong. His talk was one of the most popular at the conference. Event staff had to turn people away from entry because the room was full.

Armello
"There were people who read the title of the talk and went, 'Oh my God, he knows! How did he find out? I'm a fake. I'm an impostor,'" says Schütze. He believes that impostor syndrome is widespread in the games industry, but few people talk about it or even know what it is.
To explain, he points to something that happened to him earlier this year while working with a team that he describes as superheroes — a team that's working to create audio technology and content for augmented reality startup Magic Leap. "I mentioned impostor syndrome to my boss, just as an offhand remark," says Schütze. His boss hadn't heard of it, so Schütze gave a quick, two-minute explanation. "Then [my boss] turned to the team, which at that stage was around eight people," Schütze continues, "and he said, 'Does anybody else here suffer that?' Without looking away from my boss, every single person on the team put their hand up."
"It is like being in a room with the Avengers and having them all put up their hand going, 'Yeah, look, I'm a fraud.'"
"It is like being in a room with the Avengers and having them all put up their hand going, 'Yeah, look, I'm a fraud. I'm not really very good at what I do. And I feel like a bit of a phony.' These are people like the guy who was in charge of audio for the original Xbox [and] the guy that designed the first ever software sampler, which evolved into the first software synthesizer."
Schütze thinks impostor syndrome sticks around or amplifies in accomplished people because they are acutely aware of their own limitations. The more they know, the more they see they still have to learn. And it's hard not to compare yourself unfavorably with your peers.
"Every single day I'm going to look at the people who've written amazing music for things like Mass Effect and Portal and stuff like that," says Schütze. "And I can't possibly compete with them because we're all unique. We're all different. I get this weird feeling with some pieces of music where it's this bittersweet thing. I am so, so sad that I didn't write that piece of music, but I'm so glad that I didn't write that piece of music because it's so awesome and I wouldn't have felt the same way about it if I had written it."