How I would approach gamedev (if I had to start over)
Summary
TLDRIn this video, the game developer shares insights from their journey, highlighting the mistakes and successes in their career. They discuss the pitfalls of expanding on a game jam prototype, the importance of team commitment, and the value of investing in assets and tooling. They also emphasize the need for research and focusing on visuals, as well as the benefits of starting as a side project, having a team, and creating a YouTube channel for marketing and additional income. The developer advises shipping games quickly and learning from each project to improve future developments.
Takeaways
- 🚀 Start with a fresh concept after a game jam to avoid technical debt.
- 🌟 Clearly define roles and commitments within the team to manage expectations and workload distribution.
- 🤔 Be prepared to fully commit or give up; avoid partial commitment which can slow down progress.
- 🛠️ Invest time in tooling to streamline the development process and improve efficiency.
- 💰 Consider purchasing assets early on to save time and improve the game's visual quality.
- 📚 Conduct thorough research before starting game development to avoid common pitfalls.
- 🎨 Prioritize visuals from the beginning to ensure the game is appealing to potential players.
- 📈 Focus on smaller, more frequent game releases to learn and improve quickly.
- 📊 Attend local developer events for feedback rather than large, costly conventions.
- 🔑 Avoid selling game keys at events to ensure valid reviews on platforms like Steam.
- 🎥 Leverage YouTube and other platforms for documenting progress and building a community.
Q & A
What is the speaker's experience in the game development industry?
-The speaker has been working as a game developer for over two years and has been a full-time game developer for nearly one year. They have shipped their first commercial game, Forge Industry, and have made tough decisions such as cancelling their SQL game to pivot to something with more potential.
What was one of the biggest mistakes the speaker's studio made with their game jam prototype?
-One of the biggest mistakes was continuing to build upon their game jam prototype instead of starting fresh. This led to technical debt and inefficiencies because the initial code was written quickly without much thought to efficiency.
How did the speaker's team dynamics affect their game development process?
-The team dynamics were problematic due to a lack of clear commitment from all members. There was an imbalance in the amount of work done by each team member, leading to disputes and slow progress.
What did the speaker learn about giving up during the development process?
-The speaker learned that if they were to give up, they should either fully commit to giving up or fully commit to continuing the project. Partially giving up led to a standstill in development and wasted time.
Why did the speaker emphasize the importance of spending time on tooling for their games?
-The speaker emphasized the importance of tooling because it significantly improves efficiency. Without proper tools, implementing a single item could take a long time, but with the right tools, the process becomes much quicker and easier.
What was the impact of purchasing assets for the speaker's game development?
-Purchasing assets was a significant investment that saved a lot of time, especially in 3D modeling. It allowed the speaker to focus on other aspects of game development and improved the visual quality of their game.
What was the speaker's realization about their lack of research in game development?
-The speaker realized that they made a mistake by not researching and learning more about game development before starting. This lack of knowledge led to avoidable mistakes and a difficult learning process.
How did the speaker's approach to visuals in their first game affect its reception?
-The speaker focused mainly on the mechanics and code in their first game, neglecting the visuals. This resulted in a game that didn't look good, which negatively impacted the feedback and reception of the game.
Why did the speaker advise against showcasing games at large events?
-The speaker advised against it because the cost and time investment did not yield a good return on investment. The stress and preparation required for such events, along with the opportunity cost of development time lost, were not worth the few wish lists they received.
What was the speaker's stance on selling game keys at events?
-The speaker considered selling game keys at events a mistake because Steam does not count people with keys as valid reviews. This affected their game's visibility on Steam and they did not receive enough reviews upon release.
What does the speaker wish they had done differently with their development timeline?
-The speaker wishes they had shipped their game sooner with a smaller scope. They believe in focusing on releasing multiple games in shorter development cycles to learn and improve quickly.
What positive aspects came out of the speaker's experience in game development?
-The speaker highlights starting as a side project, having a team, and creating a YouTube channel as positive aspects. These elements helped manage stress, improve accountability, and provided an additional source of income and marketing.
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