Views : 47,083
Genre: Gaming
Date of upload: May 30, 2023 ^^
Rating : 4.853 (84/2,194 LTDR)
RYD date created : 2024-05-06T17:13:59.049111Z
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Top Comments of this video!! :3
My 4th harsh truth as a solo indie game developer is "there's always not enough time"... Especially if you're still learning at the same time developing and building a community around your game. Doing everything solo is very hard, mentally and emotionally too.
To all solo devs out there grinding everyday. Cheers to you! We'll get there someday, keep grinding... đâ€
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This is why I just make my games as a hobby and I drive a bus for a living. At least in bus driving, the pay is decent and I don't have to worry about competition and oversaturation in the job market. In fact, I could pretty much pick what I want to do. And driving a bus can be as fun as playing a video game.
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The tools thing is a really good callout and also good to know that MOST folks run away from tools dev like the plague so if you happen to be someone who LIKES tool development, it's far less competitive and has a much higher demand than say, a level creator. And that's true not just in game dev but business app dev too. Everywhere I've worked we've had the main products but also reporting tools, customer support tools, configuration tools, all of that stuff - and especially any reporting tools or things to deal with money tracking - that's stuff that management REALLY cares about so if you're good at it, you may have some decent job security. It's not for everyone, but that's part of that "it takes all kinds of instruments to make an orchestra" approach to teams - find what you're good at and befriend those that are good at what you're bad at.
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Yes, that is true, I have been working on a private project for a year and a half now, it's so time-consuming and sometimes frustrating as hell, but goddam if it isn't my passion then I wonder where that fire in me is coming from that keeps me going on and on! thanks for being a good inspirer Thomas.
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Great video! I've been a professional game designer for over 30 years and everything you say is 100% accurate. It can't be stated enough how difficult and complex game development is. That's part of the reason I love doing it so much. The other parts are the great people I get to work with and hearing from gamers how much they loved a game I worked on.
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The harsh truth about this video and channel:
This guy is not a game dev, he is a YouTube.
It's apparent from a very often used familiar format, cadence and structure of the video.
I don't have to go past the introduction to know this guy is basically chatgpt equivalent of a YouTube videos and a skinner box.
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Iâve worked in the game industry for years now as an engineer, and so much of what I do is just putting buttons on screen in the exact right places or trying to figure out why that one character vibrates when they walk, or wrestling with version control software, and this is at small-ish studios (Iâve worked at a few companies, the largest with about 60 people). The nitty gritty definitely isnât always as fun as bringing new gameplay features to life, but itâs a huge part of the job.
Also Iâd definitely point out that for the vast majority of game developers out there, the stuff youâre working on generally isnât your idea, or isnât COMPLETELY your idea. A piece of advice i always give young/aspiring/student game devs is to work with a team on a game that isnât your idea and see if you still enjoy working on it. If not, that can be a red flag, but honestly, almost every time they really enjoy working on games that arenât their idea! And thatâs great to know! It makes sense though, like for every person you probably have hundreds to thousands of pieces of media you really like that arenât your idea, but that doesnât make you automatically disinterested in it.
And the studio culture good things not being reported is also definitely true. A good friend of mine works at Naughty Dog, which has been famous for endless crunch, but recently they redid some things in the company, and now the crunch is gone. It wasnât reported on, but company leadership made a genuine effort to improve the lives of their employees and it worked. Iâve heard many similar stories over the years. For every bad apple there are many good ones you donât hear about.
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Great video Thomas, always nice to hear your input and thoughts!
I feel like you unlocked something in my brain when you started talking about the Trinity Hook, even though I have made tiny non-commercial games before and I currently work at a indie studio I never thought about how each hook should lead into each other. Of course I knew that hooks has to FIT together, but them relying, building, and improving each other is another thing entirely, and you described it so well and succinctly!
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Sitting in an office - doing work that's not your vision, nor your future vision should just be a means to finance your true future. Regardless of game development or any endeavor. Any career is extreme hard work. And it is not meant to be 'fun' in the sense of fun when you sit and do nothing but play video games. True work is extremely hard and mundane but without it you just will not move forward.
Just believe in one thing - it will happen. It can be anything, a game, a movie, some product that's breaking into a new market... failure should not be in your vocabulary. I don't know how failure can be an option when there's nothing else BUT this to do in your life. Personally I've been obsessed with every single aspect of video games since I played mario and megaman on nintendo. I used to think it was the art, or animation. But I realized I needed to make video games. And it's going to be a hard journey since nobody in my family understands this. But it's going to be worth living this life rather than a life of the regret of never having tried.
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I don't think everyone can be good at marketing, even with education and practice, and a lot of folks just don't like it. But, you CAN make games without that, and even better, you can make friends with someone who is as passionate about marketing and business as you are about making games. I don't think folks should try to do this stuff alone unless they have a reason to.
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My brother and I are working on our first project in our free time on top of full-time jobs and family responsibilities. It's a lot to take on for sure, even for two people. I even actually quit my YouTube channel that I was working on for it so I could focus more on learning what I needed to. Figured I didn't have time to do everything that I want to do.
I really felt that 50% bit. I've been getting pretty decent with blender and I made this goblin and I really enjoyed modeling it out. I think it looks great! While I was working on the model, I randomly discovered that retopology was a thing and I got to say I'm not a huge fan. But I figured such is the life of a gamedev.
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I would love a video on these three hooks. Maybe you could give more examples from other indie and AAA games to give us an idea of how to recognize potential hooks in our own games. And also what makes a great hook? Is it that the mechanic has literally never been seen before? Or can I present a well-known gameplay form in a new way? I'm curious.
Also great video sir!
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@thomasbrush
11 months ago
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