So, I've spent a few years now learning how to produce games. I've learnt an awful lot and finished a few along the way. Great stuff. The latest one is the best so far, Mootox.

What now? How do I get to the "next level"? Is there a secret exit round here somewhere that I rushed past?

Had a few games related job opportunities, can't take them for various reasons.

Had a few opportunities to sell my games outright, don't want to do that without it being my profession.

Had a bunch of nice comments from random sources about the games and libraries, plumps my ego but doesn't move me forward.

Introspection time?

Or maybe just write a half baked over arty arena shooter, eco the dolphin rip, SF2 clone or quirky platformer with tonnes of "character" and get hailed as the next big thing?

Well maybe this is the final

Well maybe this is the final level? Since I "know" you, you weren't ever interested in some serious game development, but always something on smaller scale but professional never the less.
If you're satisfied with your job (whatever it is), then why switch to game dev, which I consider a full time job for to make something serious.
I'm eagerly waiting to see what will you do next :)

Kev: Never really been satisfied with my job, the job ops were exciting and I would have taken them if it'd been possible. I'm too looking forward to what comes next, I just don't know what it is yet.

what do you want from "the

what do you want from "the next level" - fame, fortune? you sound a little burnt out, maybe "the next level" could be in a different direction?

"Or maybe just write a half

"Or maybe just write a half baked over arty arena shooter, eco the dolphin rip, SF2 clone or quirky platformer with tonnes of "character" and get hailed as the next big thing?"

Gravity battle 3: Death Match...

hehe sorry, I wonder what it would be like if you wrote it now though? very different methinks, you have a lot more personal style happening now.

I'm sure somthing will turn up.

Have you considered joining

Have you considered joining or gathering your own team of developers and collaborating on a game with a few other developers? I think if you share enough of the vision it could be very rewarding and would help you to keep motivated. Of course it all depends on who you team up with and you might not have success in your first shot but there are some other decent developers out there with some great ideas and talent.

Kev: Considered yeah, but finding a team that isn't either

a) Almost 100% done with what they thought out originally and don't have anywhere else to go
b) Willing to push and pull ideas rather than sticking to one fixed vision
c) Low on experience and thinking that you can build the biggest game in the world because there are more than 1 of you.

seems to be pretty difficult. I've mentioned before I don't play well with others often so it might not be motivating for other people on the team either.

Has anyone got a good idea and the motivation to lead a team? I can happily contribute time, ideas and code but without a leader, an artist and a designer it'll all end in tears :(

Introspection and small

Introspection and small steps.
You say there are several reasons for you to not become a professional game developer.
Why not become a spare time indie game developer? Sell your games. You've got enough talent and ideas to create sellable stuff.
If it doesn't work out it doesn't hurt. You've still got your day job. And you spend the night time in front of the computer anyway ;-)
Those published games will give you reputation to switch to professional game dev later on if conditions are different and better match your personal conditions.
And if not you can still make it to IGF, GDC and earn some nice pocket money with your indie games ;-)

The challenge of life seems to be getting enough personal satisfaction and happiness while juggling with all the hassles of job, family responsibilities, mortgages and all that...the hamster wheel we're all stuck in...

I'd suggest staying with

I'd suggest staying with whatever keeps it fun.

Selling your game means a lot of extra work. You'll have to support them, which means testing and the frustration of dealing with bug reports from the nearly computer-illiterate. It means spending a lot more time with people, and with already-finished games, which unless you quit your day job means you'll have less time to work on new games.

I've spent a lot of time thinking about this, even though I wouldn't even consider it until I actually *finish* a game. With things like Java Web Start, Xbox Live, and Valve's Steam it has never been more convenient to publish your game yourself. Paypal or Amazon can handle the purchasing stuff, so all that's left to you is to make the game and support it. It's a powerfully tempting idea.

The problem, as I see it, is that there's probably just as big of a gap between my newbie estimates on how much work is involved and the reality of the situation as there is in typical newbie estimates on how much work is involved in making a game and the reality of that. Sure when someone is pitching an idea and can sit down over coffee dreaming things up it all seems pretty easy, but sit down in front of a computer and try to make it happen and you quickly realize how much you've assumed or didn't think of.

But, if you're asking for a suggestion (and you are, this is the internet, everyone is entitled to my opinion if they want it or not :) I'd say stick with what keeps things fun. Maybe that means taking that extra step and really trying to make a business out of this. You'd probably have more people playing the games, and maybe seeing that happen (plus the money, money never hurts) is worth sacrificing some of your precious time on the side. Maybe it means staying with free games. Whatever floats your boat, go for it. You've obviously got the talent to make pro work happen, but you don't need ego stroking from some guy on the internet to see that.