When people say “I want to make a game like GTA 5”, it’s like when children say they want to be astronauts.
As a solo game developer, whenever I want to implement a new thing I get crushed by the overwhelming amount of details I've to do. Thank you for the video!
I have 40+ years experience in software development, and recently retired. To keep my mind active I thought I'd have a go at developing a 2D platform game. I can confirm, game dev is hard, very hard. I have a lot of respect for professional game developers, their skill sets are impressive.
I think it works the same in many different fields. Right now is the easiest time to start as a programmer, game dev, artist, youtuber and so one, because of all the knowledge you can get for free, but at the same time it's extremely hard to be the best or at least in the top, because of the huge global competition. As always awesome video :D
Game dev in my head: I'm gonna make a hyper realistic level with amazing movement, combat and an adaptive AI Game dev in reality: Help I've imported a mesh and crashed my computer
Games are the most complex type of media cause they take all aspects of creativity together
It certainly feels like having 10 jobs at once. ...while still working a regular job to finance your development
I’d say find a niche category of games you really enjoy that aren’t terribly complex and start from there, it helps massively having the motivation on hand to create something you will enjoy.
“Game development is hard” Every 60 seconds in Africa, a minute passes
This is exactly why I respect game developers, I once made a simple arcade game with a bit of coding with C# and I swear I almost put a hole in my monitor because the code wasn't working the way I wanted it to. But when you finally do get the code to work... What you feel is almost indescribable
This video is really good and legit. I do however want to point out that you can still accomplish huge things in game design on your own or with a small team this day in age. There are incredibly powerful tools available for cheap and even free. The learning process to build an entire game is long, and difficult. Especially if you're thinking of an rpg. In my experience, single player games can be done fairly simply with alot of knowledge and experience, multiplayer games are a stretch to even try(alone or with a small team). But don't let the reality beat you up. If you really really want something, you can make it happen. I've been making games with blender and unity for nearly 6 years, and have prototyped/concepted my own rpg 5 times. Only now in 2022, am i confident enough to build the official version. But I've done it. I've learned enough to make it happen, and you can too. (Knowing is one thing, then you have to put in the years of hard work that still exist to bring it to life). CREATION IS KING! NEVER GIVE UP!
Thank you. As a full-time gamedev I appreciate that you described both sides. It was my child dream to work here, it was a nightmare at some point along the way. The worst is when a big studio already does all marketing stuff and you HAVE TO release at a certain date no matter what. Now working in a company with strong crunch-minimization policy, it's MUCH better.
As someone who’s self taught, and been in the field for over a decade. It’s extremely hard but one of the most freeing and rewarding things I’ve ever done.
It amazes me when gamers react with an outcry (cursing in anger) when a developer delays/postpones their game for launch. Game development is indeed HARD... and the amount of game systems (that's art/3D object, physics, A.I., networking etc) that work in unison when a gamer is finally playing the release product is mind-boggling.
I come from Indie to AAA studio as game programmer. If there's something to add, every discipline has it own depths on knowledge, perfecting stuff like design pattern, design principle, code conventions, CI/CD pipeline, Automate Test, etc. (for programmers) is needed when your project grow. That come along as other department. Maybe at the first time you think you won't need dedicated Project Manager that handling all daily task and scrum, but when project get larger, team gets bigger, you will need that one and for indie who grow to bigger company usually overwhelmed with this kind of situation. Heck, if you love making games later on you won't even touch the project as too many things on managerial you will handle on. If you just started game dev, make sure that one day what you want to become is pretty clear, will you create your own studio? or work for big companies? which discipline? what studio ? (this can be matter as a programmer / artist who need align their technology / artstyle). There so much to prepare and I can't write all of those question in one post. Hope everyone who read this post can consider your journey even harder, not make you scared of gamedev but thinking more critically because this could be your future work and huge part of your life.
4:10 Just wanted to point out a common fallacy here; don’t assume that because a game had x budget that it would cost the same amount of money to make a similar title. Cyberpunk’s budget was upwards of $300 mil while Witcher 3 was just $81 mil, with what would have been a smaller and less-experienced team at the time. These numbers don’t count for wasteful expenditure and mismanagement. I’ve received toxic advice in the past discouraging me from lofty goals because similar titles have cost “‘millions” - but there are many, many examples of much smaller teams doing far greater things on a much smaller budget through great management and focus. It’s far more important to have a viable, concrete plan and a dedicated team, with competent leadership at the helm.
Because i started programming when i was 12 years old my thought process is very different. Whenever i get a new idea the first thing that come into my mind is "how can i implement this in code". So usually i dont get any crazy ideas. But i cant say the same about the art. Its really hard for me to make my imagination come to life. So it takes a ridiculous amount to make a good looking 3d model
I disagree with some of this, as an indie developer your target audience is not people that play safe and stick with the same game and what they can expect over and over. Your target audience are exciting people who are YEARNING for an adventure, for something innovative that they have never seen before. People who value creativity
I just found out recently that fighting games are some of the hardest to develop. I always thought they were relatively simple to make compared to other games
@mathewomolo