I never finished a computer game because I always get lost in details, and have to reinvent every screw there could be and often I fail at it too :)
First I suggest you try 2D games, perhaps even a 1D zeroD text-adventure or simple "click picture game" to learn the basics of control structures & event handling (depending how your engine works). From what others do and say, the "natural" first steps would be to re-create old classics clones or variations of snake, arkanoid and side scrollers. The first steps the toddler should do so to say.
sxng9 is right, 3D models are the best way to go. You can render them as 2D sprites and they look like 3D if you do it right because it keeps "unlimited details" and they can be drawn cheaply (in performance/energy terms).
Side-scroller (or top/down scrollers) have the advantage that you need to draw only one or two directions for each animation. Other perspectives and 2,5D/3D you will have to draw 4,8,16 etc. times depending on how the character is rotated or tilted, and how many angles you want to "allow". First space shooters like Wing Commander also used sprites, but they had only few angles because of memory consumption so there could be big jumps in the angles when you approached your carrier or other ships.
That's why side-scrollers aka platformer games are recommended to be one of the first things to try out: less animations and a few basic challenges. I haven't made it that far yet 😔
All that drawing can be easier and better done when using 3D models that get rendered into sprites, but it is an art for itself, as is drawing sprites by hand. Snake and Arkanoid don't need "complex" animations like a walking dude. The better you pre-calculate and exactly know what you want the better it will become and that you will reach your goal. Calculate how many animations you want, how many directions and if you want to mirror left/right in a side-scroller (or so) and perhaps how many frames they should be, in advance. The bigger the sprite the more frames you need or the animation may start "flickering" or so. In fact it doesn't make sense to animate things above 25 fps, since that's what the human eye can see. But 15 fps can still look great and you have get an oldschool movements feel.
The experience you gain from this will be of valor for later more time consuming projects, with more caveats and blind spots and challenges and problems. I personally have only little experience with 3D modelling, I believe drawing in 2D is still a little easier than sculpting in 3D, but it's all a matter of technique and repetition and taking lessons. Once you have a 3D model you can render it as a sprite from any angle.
Peek into MagicaVoxel, it's a free voxel editor and that would be something "between" 2D/3D. I think it could be excellent to construct good looking buildings rather quickly (I hope so because the results look great). Maybe they can be used in a side-scroller's background with "classic"
parallax scrolling. Or you can build your brick sprites for your "Arkanoid" clone in it first, since I guess playing architect is a little more time consuming.