Nice read. Makes me excited to build a video game company/be surrounded by creatively driven people. I've been developing a city builder game "Metropolis 1998" [1] for over 3 years. My life has been constantly pulled in two or more different directions (e.g. creativity/artistic expression vs. logic/software). Most of the time the environments that allow these forces to thrive are incompatible with each other. Since w…
Two and a Half Years in GameDev
11–20 of 26 posts
Re: Two and a Half Years in GameDev
#12Nice read. Makes me excited to build a video game company/be surrounded by creatively driven people. I've been developing a city builder game "Metropolis 1998" [1] for over 3 years. My life has been constantly pulled in two or more different directions (e.g. creativity/artistic expression vs. logic/software). Most of the time the environments that allow these forces to thrive are incompatible with each other. Since w…
Re: Two and a Half Years in GameDev
#13Re: Two and a Half Years in GameDev
#14How is that possible? There was no competition at all?
Re: Two and a Half Years in GameDev
#15I feel that a childhood dream of the author came true, and it is a success, but the prose of reality in a large studio is discouraging.
I found the smaller the studio, the more discouraging the experience can be. There are certainly some advantages to being in a smaller company, but there are also gigantic downsides. The biggest one being that you have no budget. You are effectively competing with every other solo indie developer with a Unity install and a Steam AppID. Being in a AAA studio means your impact is substantially reduced, but it also mean…
Which statistics? Almost every article I've read about game development describes AAA game studios as a horror show of workplace exploitation. I seriously doubt this.
Re: Two and a Half Years in GameDev
#16Earlier quoted context omitted.
I found the smaller the studio, the more discouraging the experience can be. There are certainly some advantages to being in a smaller company, but there are also gigantic downsides. The biggest one being that you have no budget. You are effectively competing with every other solo indie developer with a Unity install and a Steam AppID. Being in a AAA studio means your impact is substantially reduced, but it also mean…
but the experience as a developer in this context is statistically very, very bad compared to AAA Which statistics? Almost every article I've read about game development describes AAA game studios as a horror show of workplace exploitation. I seriously doubt this.
Re: Two and a Half Years in GameDev
#17Making games is incredible but also very challenging. That’s part of its appeal. Highly recommended.
Re: Two and a Half Years in GameDev
#18I feel that a childhood dream of the author came true, and it is a success, but the prose of reality in a large studio is discouraging.
Large (and/or profitable) studios can afford to try new game ideas and have them fail and nobody will get fired.
Re: Two and a Half Years in GameDev
#19> About 3 years ago, I joined a GameDev company, without any prior experience making games or hands-on exposure to this industry. How is that possible? There was no competition at all?
Re: Two and a Half Years in GameDev
#20> About 3 years ago, I joined a GameDev company, without any prior experience making games or hands-on exposure to this industry. How is that possible? There was no competition at all?
this is surprisingly not that uncommon