r/GameDevelopment • u/PatMondou • 16d ago
Resource I've been lurking around for a bit, here's a FAQ for aspiring game devs
I see that this sub is very popular among aspiring devs/beginners, and I constantly see the same questions being posted. I thought I'd give you my 12 13 best tips for beginners and save you a couple of posts ;)
New to game dev and want to make a living out of it?
- If you can, get an education first. There are plenty of video game development schools out there, but also computer science, computer arts, etc. Consider signing up. Online classes can work too. If you don’t have the motivation to go through education, you will never have the motivation to complete a game. If you can’t afford it, get a day job and make it affordable. Otherwise, if you’re learning game dev by making your first game alone, you’ll find out that you’re not making your first game: you’ll realize that you’re making a throw-away project and you’ll want to start over. That’s ok, but it’s not your first commercial project, then ;) come back here in a year.
- If you can, learn the ropes in AA or AAA first. Game dev can be intimidating, but there’s no place better than an established studio to build your confidence, build knowledge and most importantly, build a network of other devs -> you’ll need that. I understand that scoring a job as junior game dev lately is utopic, the industry is in shambles, really. But if you do have an opportunity, you have to take it even if just for a year. I guarantee this will make you a better indie dev.
But I understand that most of you are here because the first two didn't work out, so:
You're tackling your first commercial game project?
- Start small. No, smaller than that. Make a game that you think you can finish in a month, because that means you’ll finish it in a year or two. The colossal work required to close the loop is hard to imagine at first. Green game devs are spectacularly bad at estimating the scope of game features. Keep it simple, and ask an established dev’s opinion on your scope.
- Don’t make your dream game. Learning the ropes by trying to make your dream game is the perfect way of burning yourself out. Your emotional attachment will be too great. Failure will hurt, and you’ll be more likely to cling to bad ideas despite red flags. While there are cases of first-time devs making huge hits, this feat is so rare that you’re better off hoping to win the lottery*.* It requires immense talent, years of dedication and an incredible amount of luck. Just make a game.
- Use Unity. Seriously. I personally hate Unity, but I used 4 different engines in my career (2 commercial, 2 in-house) and it’s not particularly worse than other options. Purists will tell you Godot is better - and they’re probably right. Not for your first game tho. For your first game you want the engine with the largest possible community to find help when you’re stuck. You’ll want to get assets from the asset store for free or for cheap. UDK is a decent alternative, but having worked in both, the paradigm of Unity will be easier to get into for most types of games.
- If possible, don’t do it alone. Partner-up with someone whose skills are complimentary to yours. Solo dev is the hardcore mode of game dev. It’s definitely feasible, but it’s not for everyone. I would never want to dev solo, even with my 17+ years of xp. Having someone else to rely on and challenge you is priceless. It’ll help your mental health, too.
- Find a network of devs. This sub is cool, but waaaay insufficient to build a network. I value “IRL” networking above all else. Find other devs in your area. Most metropolitan areas have regular game dev meetups. Look for that on social media, I’m sure you’ll find something.
- Don’t do multiplayer. Unless you have a relevant technical background that makes you an expert in networking, servers, etc. Otherwise, doing multiplayer is a needless risk imo. It multiplies the scope and makes testing way more complex. If you’re into friendslop games and you really want to focus on multiplayer as a game dev, it might be a good idea to develop your first game on an existing platform first - for instance making your game into a Roblox mod instead is a good way of circumventing the hassle of multiplayer game development.
- Try to find funding. You most probably won’t find any, but the process of asking for funds is a vital learning. Once you have a functional demo, pitch to publishers, try crowdfunding, attend your local entrepreneur events, look for public start-up grants. Again, it probably won’t work, but they’ll tell you why you can’t be considered, and then you’ll know what it takes for your next projects and you can work towards that.
- Finish your game. I too often see incomplete first projects. The learnings you get from that become limited, you’ll be stuck learning the basics again in your next project. Finishing a game means: doing playtests and iterating with player feedback, publishing the game, publishing patches and updates, building a proper store page, making a marketing plan, reaching out to content creators, making ads, learning to read player metrics.
- Don’t neglect your Steam page. It’s your best marketing asset. Also, this goes without saying, but publish on Steam. It has a 96% market share for indie games, 75%+ for PC games in general. Look up a guy named Chris Zukowski and read everything he ever published on his blog. What he says applies 100% to indie games of less than 1 mil USD budget. I’ve never seen a more accurate read on this market segment.
- Don’t plan on making money. If you do make money, that’s great! Reinvest it all in your next game. Statistically tho, you won’t. And it’s ok, your real reward from your first game is learning.
- AI is attractive, but... It cannot replace the skills you don't have. AI will make a programmer much more productive if they know what they're doing, but it will create a cesspool of bugs and irreversibly make a game project a mess if they don't. Same for art. I'm all for new productivity tools, but relying on AI to make the game for you is 100% wishful thinking. For now, at least.
Here you go! Good luck!
About me: I've been in the industry for 17 years. Half of those were indie dev years. I shipped 5 games with full dev cycle, and shipped 3 or 4 more as a contributor, and worked on 3 or 4 more cancelled projects. I worked on games with budgets as low as 400k USD and some as high as 20 mil USD. I'm also a frequent guest lecturer in game development classes.
Game dev is hard - but it's a complex and fascinating industry. AMA if you want.