Are these all YouTube videos?
A note on that would be helpful.
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Are these all YouTube videos?
A note on that would be helpful.
Start with modding imo, to get a feel about how games work.
oh shoot why didn't i think of this, this is a really good point
I love video games, but I told my cousin not to go into that field because of how terribly game developers are treated/paid, and that if your plan is to make an indie hit like balatro or Minecraft, you probably would have better luck playing the lottery. But I'm not really in that industry, I've just read a lot of articles. If anyone is actually in that line of work, would you say my warning was accurate?
I've been in games over two decades - everything from AAA to VR startups to running my own indie studio. I feel like I can probably answer your question.
There's definitely a class divide within the industry based on your discipline. If you're a software engineer, you have much greater leverage than artists/designers etc. when it comes to compensation, and you'll likely be treated better in general.
Especially at larger studios, if you're good you will generally be looked after. Sure, you might earn more working for one of the big five in tech, but you'll probably be less interested in the work.
You should expect to move around pretty often - it's rare (but not unheard of) for people to stay at one company for most of their career.
There have been some pretty rough seas over the years too - post-covid layoffs, and a fairly large series of layoffs in the early 2010s.
I'm guessing 30% of my time has been spent on games that never released. The first time was soul-crushing. But after that, I realised I needed to focus on enjoying the journey Instead. The game releasing was just a nice bonus.
I wouldn't change my career for the world. I love working with other creatives (I'm actually friends with many of my colleagues), and I'm genuinely passionate about what I do. I think you just need to be the right personality type for it. If you're someone who can't set boundaries for yourself easily (switching off after hours), it can burn you out, usually by your own hand.
Most burnout I've seen has not come from studio heads demanding people work insane hours (though those rare situations always make the headlines), but instead comes from people's inner drive to be a reliable colleague and do amazing work. I think that's a side effect of being passionate about the work.
Is it a good career? I've certainly loved it and feel like I've been well-compensated, but your mileage may vary. But don't believe the hype of the vocal minority who say it's an industry full of abuse and bad wages. There's some shitty things that happen for sure, and some jerks running studios here and there, but I think that's more to do with late-stage capitalism than games itself.
Thank you for sharing your experience. Sounds like it's like in any other field.
How do you experience good and bad reviews on your games? How much are you checking, looking at, and maybe hurt by reviews and negative reception? I've always wondered about impact of those on devs. Especially when I'm reviewing small indie games and they're subpar / no recommendation.
I don't read reviews, I'm not on social media (except here) and I don't participate in online discussions about my games. At least that's the principle I try and live by, I'm only human. And running my own studio meant having to break those rules anyway. Oh well.
Truthfully, it doesn't bother me that much, and it gets easier the more it happens. Not everything is for everyone, and either people are respectful in their critique (which you can learn from to hopefully get better next time) or they're disrespectful (in which case you can pretty much ignore what they're saying as online trolling).
Also when you're at a bigger studio, your contribution to the game is much smaller anyway (1000s of devs), so you feel less personal about the feedback.
As I've gotten more experience, I actually feel like ANY type of feedback is good feedback - it means people are playing your game! There will always be a vocal minority wanting to rage and vent, and you can just take their volume level as an indicator of how well your game has captured your audience's attention.
Making games is fun even if you arent paid to do it
True!
(Sorry, it wasn't my goal to be a buzz kill, I really did want to see if I could get some feedback.)
I have a friend who has worked for 3 companies over 6 years. She has never once released a game as they were all cancelled before release. She found out she lost her job at one company after reading an interview about a bunch of studios being shut down. One of them was the place she worked. Even her boss apparently didn't know.
The studio she works at now initially hired her for completely remote work, but they've since changed their minds and now she has to drive over 100km to work every day. She was going to quit but she's sticking with it for now in the hopes of finishing at least one game.
I work in the industry. You're pretty much right. I wouldn't recommend people to get into the field unless you're SUPER into making games and are okay with working way harder than others. That said, other tech jobs are also suffering right now, layoffs are way more common than they used to be throughout the entire field feels very competitive.
Want to give a shoutout to the tutorial that got me into game dev: ChiliTomatoNoodle - C++ 3D DirectX Programming, A very long tutorial but it really goes deep into the basics of graphics api's and win32, Even though i now use vulkan and wayland the underlying concepts that are explained in the tutorial are still the same.
do you think my list is enough?
Awesome list of content!
Have you come across any good blog style guides or references? I love a good video tutorial but going through the rust book has me wishing there were better documentation for some game dev concepts 😅
No Handmade Hero ?
There's making a game, and then there's making an engine and a game.
Is rust full compatible with godot?
not fully compatible with Godot in the same way that GDScript, C#, or C++ are, but it can be used with Godot
I really like the yt channel of the people who delevoped Backpack Battles. They have a whole 2 year catalogue on godot.