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Making video games (without an engine) in 2025

noelberry.ca

21–30 of 257 posts

Re: Making video games (without an engine) in 2025

#21
Since you've been making games for 20 years, I'm guessing you're at least in your thirties. Just curious - do you develop games purely as a hobby, or are you able to make a living from it?

If it's the latter, I'd love to hear your perspective on how to build a successful indie game-development business!

Re: Making video games (without an engine) in 2025

#22

> I genuinely believe making games without a big "do everything" engine can be easier, more fun, and often less overhead. I am not making a "do everything" game and I do not need 90% of the features these engines provide. At that point, of course, you don't need the engine. Having said that, every time I've really deep-dived into some particular feature of an engine - such as inverse kinematics and animation blending…

My graduation thesis was porting a particles visualization engine from NeXTSTEP/Objective-C into Windows 95/Visual C++, based on OpenGL, with samples like marching cubes.

This is a single bullet point on modern engines feature list.

Re: Making video games (without an engine) in 2025

#23
post #9

Many people often say that making an engine from scratch takes too long. But how long does it take to properly learn Unreal or Unity such that you can have an idea and turn it into a game without friction? Presumably, once your engine is finished, you are at that level of expertise instantly, which is a huge time saver. In my opinion, the more experienced of an engineer you are, the more the scales tip in the favor o…

There's a lot of nice things you get for free in a big engine that are a hassle doing it yourself. Esp with the unity store etc.

I love LibGDX for personal projects but for serious development where deadlines matter having stuff like dialog trees, UI, etc. that just work out of the box and have the edge cases polished is Very Nice.

And ofc, cross platform with consoles is way harder rolling your own and that's often a big deal.

That sorta thing is why Slay the Spire switched to Unity/Godot for the sequel

Re: Making video games (without an engine) in 2025

#24

Since you've been making games for 20 years, I'm guessing you're at least in your thirties. Just curious - do you develop games purely as a hobby, or are you able to make a living from it? If it's the latter, I'd love to hear your perspective on how to build a successful indie game-development business!

Not OP, but this is Noel Berry, one of the creators of Celeste, a very successful and incredible indie game.

Re: Making video games (without an engine) in 2025

#26

> I genuinely believe making games without a big "do everything" engine can be easier, more fun, and often less overhead. I am not making a "do everything" game and I do not need 90% of the features these engines provide. At that point, of course, you don't need the engine. Having said that, every time I've really deep-dived into some particular feature of an engine - such as inverse kinematics and animation blending…

> “boy, am I glad I didn't spend several weeks trying to code that up from scratch".

If your goal is several decades of a career as an independent developer (like OP), what is an investment of a few weeks for a) understanding a topic deeply and b) having source code that you deeply understand, 100% own, and can reuse across future projects?

Re: Making video games (without an engine) in 2025

#28
post #22

> I genuinely believe making games without a big "do everything" engine can be easier, more fun, and often less overhead. I am not making a "do everything" game and I do not need 90% of the features these engines provide. At that point, of course, you don't need the engine. Having said that, every time I've really deep-dived into some particular feature of an engine - such as inverse kinematics and animation blending…

My graduation thesis was porting a particles visualization engine from NeXTSTEP/Objective-C into Windows 95/Visual C++, based on OpenGL, with samples like marching cubes. This is a single bullet point on modern engines feature list.

And now that you’ve done it, you could probably reimplement it better in a fraction of the time.

Re: Making video games (without an engine) in 2025

#30
post #9

Many people often say that making an engine from scratch takes too long. But how long does it take to properly learn Unreal or Unity such that you can have an idea and turn it into a game without friction? Presumably, once your engine is finished, you are at that level of expertise instantly, which is a huge time saver. In my opinion, the more experienced of an engineer you are, the more the scales tip in the favor o…

From a starting point of having dabbled in making 2D games in the past it took me a few days of working through tutorials and documentation for producing assets to be the bottleneck in building a game in Unreal. In Godot I was at the point of being able to make terrible games within a few hours. The amount of lifting that modern game engines do for you is phenomenal, and I think anyone claiming they can write an engi…

I think reaching for the delusion card without considering people's preferences, experiences, expertise and philosophy is completely disingenuous and shows that you don't look at game development holistically. Yes, existing engines do a lot of lifting, especially in 3D rendering and physics. But what about games that don't have physics? Or have completely different physics than you would expect? You mentioned assets being the bottleneck, but what about games that don't use any assets at all? It's nice to have 3D solved, but what if your game attempts to emulate 4D? What if you just hate GUI and it slows you down?

For a more concrete argument. You also said learning Unreal using tutorials took a few days, which is certainly not possible, unless we are talking only about a very basic understanding. In the same vein, it also takes a few days to make a very basic engine built on top of OpenGL.

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