Yes, I started drawing up really simple, crude stuff on graph paper when I was very young, like making my own Mario levels for Super Mario Bros 1. Did graph paper sprites and cut them out with scissors. Growing up, we had an IBM 286 in our bedroom, and my brother and I would tinker with DOS and play a lot of old games, including Commander Keen, Jazz Jackrabbit, really a huge amount of shareware games our dad found on bulletin board services. Eventually, we found QBasic on the computer somewhere, I think it came with the machine, and started playing around with that.
In my early teens, which would've been the early to mid nineties, a friend and I decided to start our own "video game company," Sapphire Games, and we had a number of very beginner-level game projects using QBasic, good old line, pset, circle graphics commands in screen 12, eventually started messing around with sounds and screen 13 palettes. The lights out clone we made, titled Temporal Archer, had 64 levels I hand-tested on graph paper, and a medal system based on how many moves you took. We sold a couple copies to friends at church, on floppy disks. The text adventure I mentioned was a mishmash of themes, including robots, space, Atlantis, and it never got anywhere near finished as my ambitions kept growing and exceeding what we knew how to do.
Fast forward to college, and I found another circle of friends and started another game project that barely went anywhere. I didn't know how to lead a team, there were artistic differences, and I graduated shortly after and the project ended.
After that, I still kept dabbling in game design wherever I could; I've made a full game in Super Mario Maker 2 over the course of a year, fully themed worlds in a mimicry of Nintendo's style. Watched plenty of game design youtube content, including some GDC videos.
Finally, last year, inspiration struck, as a bunch of the ideas I've had over the past two decades congealed together around a new, strong central concept. The game started designing itself in my head around that one idea. At this point I'm making this game because I really want the game to exist so I can play it. The engine is complete enough now to create fully playable stages, and I am working on finalizing the code and demo stage design enough to pass out a few copies of a closed alpha demo. Got a lot more work to do, but it's a passion project and at this point I am making it my primary focus.