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Making Video Games in 2025 (without an engine)

noelberry.ca

21–30 of 225 posts

Re: Making Video Games in 2025 (without an engine)

#21
post #5

The primary thing I'm going for in a commercial engine is platform targeting and stability. Some of the defaults are certainly "bland", but that ensures I can actually ship this thing to a meaningful % of the available market. Unity's coverage is so consistent that I've been debating using it for non gaming applications. There aren't many cross platform ecosystems that work this well.

What are some things that you'd build with Unity that aren't games?

Re: Making Video Games in 2025 (without an engine)

#23

Earlier quoted context omitted.

Or they'll take a look at what, if anything at all,they can use in their workflow as a useful tool not a magic solution. No need to brag about that.

> can use in their workflow as a useful tool not a magic solution. Like what? If you can already program your game and create art for it, what is it going to be doing? People are so obsessed with using AI stuff for the sake of it, it’s nuts

I can do long division manually but I still reach for a calculator.

Re: Making Video Games in 2025 (without an engine)

#25
post #22

What's the best place to get some cool graphics assets, sound etc when making a love2d or sdl or {yourfavoritetech} game?

I've used itch.io before, it's great! I even made a game using some free assets and AI: https://github.com/acatovic/gothicvania-codex-demo

Re: Making Video Games in 2025 (without an engine)

#26

Earlier quoted context omitted.

The author is Noel Berry, creator of Celeste. They don't shout about it, but with that pedigree, I'm confident they'll be staying well away from AI.

Or they'll take a look at what, if anything at all,they can use in their workflow as a useful tool not a magic solution. No need to brag about that.

They don’t seem to enthusiastic: https://bsky.app/profile/noelfb.bsky.social/post/3maa3m5x4vs...

Re: Making Video Games in 2025 (without an engine)

#27
post #2

After I read the title, I fully expected this to be about writing games using AI. But no, actually there is no mention of AI to be found in the text, not even in the "Miscellaneous Thoughts" section, which seems to be mostly answers to "why don't you use X?" questions. Refreshing...

The author is Noel Berry, creator of Celeste. They don't shout about it, but with that pedigree, I'm confident they'll be staying well away from AI.

Why would a game development pedigree correlate with rejecting AI? As Carmack said:

> AI tools will allow the best to reach even greater heights, while enabling smaller teams to accomplish more, and bring in some completely new creator demographics.

Re: Making Video Games in 2025 (without an engine)

#28

Nice article, engines are bloated and introduce so many overheads. If you don't intend to ship any AAA games, consider investing your times to learn code-first game frameworks like libGDX, MonoGame, love2d,... or even lower level stuffs like SDL, bgfx, opengl which are good enough for almost any cases. A bit higher learning curve is expected but it won't hide anything from you, or bury you under tons of bloated abstr…

I’d highly recommend going with SDL if it’s 2D. IMO libraries like MonoGame, Love2D, LibGDX only offer small conveniences over SDL with big negative tradeoffs, sacrificing portability, quality of libraries, and conventions. The downsides of using C++ are now heavily mitigated with the use AI tools. I could never jell with C++ until I had Cursor hold my hand (especially around the build system), and now I feel like I…

Similar, I also went back to mainly C++ and Raylib now that I can delegate the "boring" stuff to AI, never had any issues with programming in C++ it was mainly adding dependencies and builds I hated (configuration).

I still don't use it (AI) for the game programming as it sucks the joy out of it for me. Especially when AI usage is currently being pushed hard at work.

Re: Making Video Games in 2025 (without an engine)

#29

Has he dealt with some of the more challenging problems in game dev that engines help a lot with? Like... multiplayer netcode. Seems like if you're doing this for a hobby or solo/small team then maybe it's reasonable. For most people where they want to be a game dev but they probably will just work in industry, it seems like learning the major engines to competency cannot be ignored.

You should use tools that are appropriate to what you intend to achieve. If you want to make a 3D game then Unreal, Unity, or Godot are appropriate choices. If you want to make a 2D game then something like MonoGame might make more sense than Unreal. You don't need highly refined netcode if your game never needs to exchange data in realtime.

Heck, I've seen someone build a visual novel-type game with WinForms. That was actually a sensible choice for the game's presentation and interaction needs.

Of course if you want to become a game dev at a studio then you should be competent with whatever the studio uses (or something comparable so you can pivot to their stack). If you only want to make your hobby project and maybe publish it later it doesn't matter if your engine is Unreal, MonoGame, RPG Maker 2000, or vanilla JS/DOM.

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