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What it takes to make a game by yourself

dillonshook.com

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Re: What it takes to make a game by yourself

#51
post #44

The irony of video games is that they’re often associated (at least in America) with childishness. And yet, by any conceivable standard, they’re by far the most complex creative endeavor. Creating a video game requires knowledge of the following: programming, graphics, 3D or 2D art tools, artistic ability, UI and UX design, game design, music production, cinematography, storytelling, copywriting, etc etc. It’s just a…

> The irony of video games is that they’re often associated (at least in America) with childishness. That's because most games are about shooting other people. This is something only children (and perhaps some dictators) love to think about.

Imagine what you would think if someone claimed that “most movies are violent”. You would think that even a cursory glance at Netflix or Apple TV or the shelf of your local Blockbuster would quickly disabuse you of the notion.

So it is with games. I’d urge you to take a second look. These sorts of generalisations, ill-supported by evidence, have historically been bad for the medium.

Re: What it takes to make a game by yourself

#52

Earlier quoted context omitted.

"programming, graphics, 3D or 2D art tools, artistic ability, UI and UX design, game design, music production, cinematography, storytelling, copywriting, etc etc." Also! Physics, vector math, AI, cameras, shaders, networking, etc

Yep, and all the sub-disciplines within sub-disciplines. It’s crazy.

It’s so extensive that you really just have to enjoy the journey. Good experience and life lesson for kids/teenagers. And fully-grown adults.

Re: What it takes to make a game by yourself

#53

I haven't made a game yet (not even a prototype) though I have been tempting for years. I can't point the issue, whether my coding skills aren't up to the task or because I can't make assets for my game, or because I can't hire a staff and my game ideas scope needs a team to realize them. The problem is I don't know what is the right next step to take in front of all the issues aforementioned, and I have been thinkin…

Since you seem to really want to do it, I highly recommend that you set aside a fixed amount of time every day and just sit down and start something - anything. You’d be surprised how far that can take you. Don’t go over the hour, though. You’re looking for consistency, not intensity.

Re: What it takes to make a game by yourself

#54
I started making games right after I joined my university. Those were simple flash-like games with simple gameplay and basic UI/UX. Fast forward 10 years; I started a game studio and we’re a team of 50+ but still making really simple games for mobile. Not that we didn’t try making “huge” games but constantly creating new games and publishing them and seeing them succeed is what it takes to keep making games. As an indie developer, you’ll probably make a dozen or more games before people actually play one of your games. It’s a long battle but making many simple games is more important than trying to make a blockbuster in the first try.

Re: What it takes to make a game by yourself

#55

I haven't made a game yet (not even a prototype) though I have been tempting for years. I can't point the issue, whether my coding skills aren't up to the task or because I can't make assets for my game, or because I can't hire a staff and my game ideas scope needs a team to realize them. The problem is I don't know what is the right next step to take in front of all the issues aforementioned, and I have been thinkin…

Here, consider watching MIT's edx course on game design [0]. I found it a good overview of many aspects and a reminder that board games (paper prototypes) can play a role in designing a game. I'm assuming you've already watched Extra Credits videos [1] about beginning.

[0] https://www.edx.org/course/introduction-to-game-design

[1] https://www.youtube.com/playlist?list=PLhyKYa0YJ_5C6QC36h5eA...

Re: What it takes to make a game by yourself

#56

I started making games right after I joined my university. Those were simple flash-like games with simple gameplay and basic UI/UX. Fast forward 10 years; I started a game studio and we’re a team of 50+ but still making really simple games for mobile. Not that we didn’t try making “huge” games but constantly creating new games and publishing them and seeing them succeed is what it takes to keep making games. As an in…

Interesting story. Could you comment on the economics of running such a studio, which seems to be relying on casual gaming. A bit of insight into the market as well.

Really curious.

Re: What it takes to make a game by yourself

#57
post #41

Earlier quoted context omitted.

I agree. For a long time I felt games weren't art in the same vein as e.g. painting. More recently I've come to feel that's not true. As you say, making compelling games requires compelling art across multiple mediums. Add on top of that interactivity and agency! That's part of what's so satisfying about making them. It's an incredible challenge and measure of your ability.

But is the actual game, as in, taking actions obeying a premade set of rules, art? That is the essence of every game. We use various representations, physical or virtual, for representing the game. Yet, the representation is not the game.

I would say there is a lot of creativity involved when you play multiplayer games. It is a mix of strategy and decision making depending on the context of a situation that layers on top of gameplay mechanics.

Re: What it takes to make a game by yourself

#58
post #22

Perseverance and conditioning yourself to be comfortable with (or even excited/inspired by) long periods of unfinished-ness are core competencies in practically every demanding project I've embarked upon - not just software, literally anything that can't be started and finished over a weekend. A WIP is often largely indistinguishable from a complete and utter broken disaster. When the project necessarily takes a long…

Real developers ship = real writers write = real painters paint, etc.

If you want to create things — anything, you put your ass in that chair every day regardless of whether you feel you are accomplishing anything. Eventually, you will start to make progress towards your goal. It gets better as you become better at staying the course.

Highly recommend The War of Art by Steven Pressfield, which is a short, but important read on this very topic.

Re: What it takes to make a game by yourself

#59

I haven't made a game yet (not even a prototype) though I have been tempting for years. I can't point the issue, whether my coding skills aren't up to the task or because I can't make assets for my game, or because I can't hire a staff and my game ideas scope needs a team to realize them. The problem is I don't know what is the right next step to take in front of all the issues aforementioned, and I have been thinkin…

Practice with game jams. 24h to cram _something_ out, 72 hour to get a nice little demo of some mechanic or story.

The theme and restrictions take away a lot of the choice and apprehension. And you're laser focused on the end goal and _will_ release something since you have an end date.

Re: What it takes to make a game by yourself

#60
post #42
post #22

Perseverance and conditioning yourself to be comfortable with (or even excited/inspired by) long periods of unfinished-ness are core competencies in practically every demanding project I've embarked upon - not just software, literally anything that can't be started and finished over a weekend. A WIP is often largely indistinguishable from a complete and utter broken disaster. When the project necessarily takes a long…

I've been working on my site: https://golfcourse.wiki for some time, and this is exactly how I feel all the time. Thank you for the encouragement. I know this is a good idea. I know it will help people. I know I can either monetize it long term or even have it function as a non-profit. I also know it will take many years to slowly build to the functionality and content quality that I'm aiming for. Holding onto that l…

As a hobby I dabble in ceramics. I've recently been working on a large animal sculpture which has taken a few months of (weekly class) work.

It has probably a 50% chance of surviving a firing. Naturally the class instructor is concerned that "all this work will be for nothing".

But unlike him, I'm at peace. Creating the sculpture was its own reward. After the firing it maybe a big bag of bits, but that won't remove the pleasure of creating it.

In the same way I applaud your enjoyment of your hobby. Whether it is financially successful or not, your pleasure needs to be in the journey, not just the destination. If you keep it that way you'll have more fun than if you're only working for a future payday. And if you do monetize it, you may find it robs you of your joy.

If someone was going to pay me for my sculpture, I'd be a lot more worried around about now :)

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