👋Solo game dev here a year into making my first game. I agree with pretty much everything said in the video. One thing i'll add is just how long things can take - if you're doing the art yourself and not a professional artist/animator, expect to spend a lot more time on art than everything else combined. If it's really something you want to do then it takes time to get good at it.
Thank you for balancing discouragement with encouragement. It's even more crucial when you're alone. You have to be realistic. But once your ideas are, then nothing can ever stop you!
As the solo indie developer for Burn The Witch: Toll of the Bell Bearer on Steam, I would say it is completely possible. My advice for new developers may not be ground breaking, but it is 100% true. 1. Pick a project you love first and foremost. You will be spending 1000s of hours developing your game and you will be more likely to make an enjoyable game if you enjoy making your game. 2. Pick a realistic scope for your first game. If this is your first game you should not be developing a game over a year or more. The sad truth is you have a lot to learn and the market doesn't care how long it took you to make the game. They only care if it is fun. If this is your first game, choose something you can ship in 6 months max. 3. Set deadline and stick to it. You will never finish if there is no finish line. 4. Focus on a few mechanics and really make them fun. It is better to be great at 1 or 2 things than it is to be "meh" at 10. Your games success will be a sum of how fun these are. 5. Stop doing game jams. While it is fun to participate in jams, they suck up your time and are ultimately not training your for the right fight. If you want to be a boxer, you should spend 95% of your time sparing and fighting and the other 5% on everything else. Game jams are not going to condition you to make a commercial game. There is no playtesting, bug management, marketing, version control, patching, pricing, community outreach and so so much more. 6. Just make fun games. If it isn't fun, work on it until it is. Get feedback, try new things. Innovation never comes from trend chasing.
I liked the way this video covered it but for anyone who feels the same as the commenter at the beginning I'd also recommend watching Kiki's Delivery Service. It's about doing creative work. Kiki goes out on her own and tries to survive while doing her "art" (flying). She works hard and makes progress at first, but she struggles, she compares herself to others, she suffers from burnout, she gets depressed, she completely loses her ability to do her job. She reaches a point where she doesn't know how to keep going. The movie is about how you get past that, and what really makes doing art worthwhile.
It would be useful for indie developers to share their best practices. For example, instead of reinventing the inventory system every time, create a versatile, customizable and high-performance plug-and-play system. Which could be used in any games with an inventory system. (For example, a system with search, sort, quick stack, quick equipment change, split, select, and transfer multiple items at the same time) First, the risk of making a mistake or writing incorrect code is reduced, less time is spent on UIUX and implementing all these very necessary functions, and most importantly, it is also convenient for users. If a large number of games will use one convenient inventory system, with which the user will know how to interact intuitively, it will be just amazing.
Exactly this - start looking at the game you are building and try and identify what can be built/written as a stand-alone feature that gets dropped into other aspects of the game. If you look at it from a reusable perspective then when you get game one done you've so much that can just be re-used with a little tweaking in game two.
What you just described is open source libraries. Type "godot inventory open source" in google and check out the first 5 results. The fact many indie devs reinvent the wheel doesn't mean it has to be that way - as long as they're using a standard engine, those cases are usually self induced misery.
It's totally doable. But I have 10 years of experience as a web developer, and I spent 4 years studying sound design, music, creating my own models and even textures, learning how to write design documentation for games, learning how to write scripts, studying my favorite games from a game design perspective, I spent about a year more to find the perfect development pipeline for me, I made a couple of mini games, many ideas I threw out at the stage of developing the demo version because they turned out to be unsuccessful. But now I can make all this games from start to finish alone, but I spent a hell of a lot of time and money just to learn
I have made a lot of prototypes and just a few finished games solo (none succesfull, but i hope i'm getting there). At this moment i'm trying to develop with a team and what i can say is you can get further with a team, more can be done but it has to be a shared vision which is really difficult. Solo you can be your own box of ideas but you can do less. It's a difficult balance to achieve.
I suck at the design stuff thats why I get assets to use from different asset sites. I also do procedural generation because I'm not all that good at level design.
I'm a software engineer, though not a game dev. Used to be a C++ dev back then. I think iteration is key here: 1. start by making the most simple and dumb game ever, something like Pong for example. 2. after finishing it do a little bit more complex game, just a bit. Now you know the workflow, repeat point 2. with adding a bit more complexity until you reach a level when you can build a potentially commercial game (still simple compared to any AAA titles out there, yet maybe fun to play). The process itself is simple but by no means an easy one but if you take small steps each time then you will not be overwhelmed or discouraged easily. Small steps will give you small successes, and small successes will keep you motivated.
It's understandable that gamers think gamedev is easy and fun. When a game is IMMERSIVE it seems like a whole and you no longer see the PARTS. As a gamer going into gamedev you can not help yourself thinking that it's going to be easy on a EMOTIONAL level. It would help if you used your rationality to make a plan, test things out and track your progress. That way your sense of which parts you need and your estimates of them will become better. It's a separate skill from enjoying a game. As for going solo, I think it's possible if your willing to take a lot of time to learn a lot. However in the days of the C64 and Amiga people there was a demo scene that was the breeding ground for game developers and game studio's evolving from demo groups. Maybe game jams are now the thing, but bring some skill and perseverance to the team. Inspiration is only a small part of success.
You can develop a game alone. That its "hard" is the true fun challenge. Yes your first games will be shit at first, make them free to play but learn from feedback, progress etc. Once you grow and have the right targets/experience, good games (remember, always gameplay first, graphics second) will be made. Dont expect to make the next big AAA title, your not john carmack. Keep it small but big enough so it has at least some fun gameplay hours so you can finish it in like 5 years. (Or longer if you have the drive , but if thats smart... I doubt it).
Solo development is 100% doable. It takes time. A lot of time. But it's doable. Solo dev here, working on my first game ever, I'll say though, scope creep is a super real thing for solo devs, been working on the game for a year now, but I also haven't been to a bar for a year. So if you wanna make a great big game alone, make sure you have 3-5 years or don't mind being a hermit for 1.5-2 years!😅 But damn is it fun! I ain't regretting a second so far.
Be willing to cut features. This is the big thing. DO NOT get so attached to a feature that you burn months on it when you could just dump it and move forward. If you are trying to make something work and it just doesn't, ask yourself if you could replace that system with something simpler that you KNOW you can make work. And you know what's REALLY simple and ALWAYS works? Doing NOTHING. And I can write the code to do nothing REAL fast.
As a solo game dev, what I can say is it do it as a hobby first and foremost. Releasing something is just an happy accident, it does not have to be the end goal.
The fact, that for example "Stardew Valley" was developed by a single person and is one of the most successful indie games ever, already is a "NO!" to the question in the video title :D
It’s not impossible in the very literal sense. But examples like Stardew Valley is also one in a million, and has a lot of asterisks attached to it that other solo devs may not have. So no, it’s not impossible. Especially if the goal is to just make a game. But it is improbable to make it your full time career on your first attempt like in the case of Stardew Valley. Better to start solo dev as a hobby while keeping a regular full time job.
I love Stardew Valley, but it is a prime outlier. Those who simply use it to answer solo dev success (i.e: title) question (yes, the answer is of course no, but that's not saying much) are likely to only consider the surface level information. *(1)* Eric worked about 10 hours a day, 7 days a week. That's ~70 hours a week for 4.5 years. And even that is just the release, not counting the other things such as patch porting bugfix etc. So it's not weird to call him genuine workaholics, nor is it a stretch to title him by his will and endurance a Crunch Warrior. If most people attempt this as their 1st full project too, then burning out, changing project, and quitting is highly likely. Regardless, the stress of expectation still piles up the more you push it no matter what. But Eric held to the end. *- This level of passion and determination is crucial.* *(2)* His girlfriend accompanied him throughout, and helps in paying the meals and the bills (side note: his girlfriend worked 2 jobs at that time). For years. There's no true _"in a vacuum"_ or _"$0"_ project, after all. You need to live to create. *(Note: 4.5 years. A low estimate for 2 people is at least $1 million)* *- This kind of support and funding is crucial* *(3)* Eric wanted to make his own Harvest Moon (the biggest(?) known farming franchise at that time) and Stardew Valley fits that major gap in the market due to the Harvest Moon / Story of Seasons conflicts and as it fills the demands for quality improvement (notably SV's pixel art graphic). It overall came at a fortunate place and time, and took the crown from the troubled big fish (Harvest Moon / SoS) without much trouble. The opportunity be attributed to mostly luck or insight or a bit of both. Of course, the quality is indispensable in grasping it. *- This opportunity from luck and or insight is crucial.* Now, I ask you. Do you have all 3? Or at least 2 of the *(1) (2) (3)* points? Do 90% of us devs have them? How about just 50% of devs? And how about just even 1 point of the 3? As you can see, Stardew Valley is a true outlier. Even more so than Undertale and the likes, as it is a true 1 person game dev and a true successful solo dev without prior following. Even if you can endure for 4 years for a game *(1),* without money it can't be realized and without close support it's likely won't be fully realized *(2).* And even if you have the will time and money, without your game filling a market gap either in quantity or quality *(3)* then you still won't likely achieve success, let alone touch Eric's shoe. Especially so in today's world. 14000 games a year, and that's just 2023. Expect even more as years went by. All in all, Stardew Valley is a special star. Don't use it, a black swan, as a baseline. We can admire the swan, but it definitely can't represent the swan population. Not even a percent. So really, you can only admire it.
After this video i think i am going to give up on making games i am just too stupid and i learn very slowly , i have no strengths i cant program i cant do art, i did a tille bit of modeling,
I understand your doubts, but don't totally give up. Focus on developing the skills that you enjoy the most and maybe consider creating a game in another 5 years. Maybe you'll be ready, maybe you'll have found another media that better fits your talents, maybe you'll have found another field that interests you more. Just keep learning, experimenting, and exploring; you'll eventually fall in place with what makes you feel whole.
👋Solo game dev here a year into making my first game. I agree with pretty much everything said in the video. One thing i'll add is just how long things can take - if you're doing the art yourself and not a professional artist/animator, expect to spend a lot more time on art than everything else combined. If it's really something you want to do then it takes time to get good at it.
THIS. I am not an artist and I often get stuck in my pixel art project for hours just because I need to make a few animation frames.
Yup, I'm doing all the animations myself still learning and it's tough
Thank you for balancing discouragement with encouragement. It's even more crucial when you're alone. You have to be realistic. But once your ideas are, then nothing can ever stop you!
As the solo indie developer for Burn The Witch: Toll of the Bell Bearer on Steam, I would say it is completely possible. My advice for new developers may not be ground breaking, but it is 100% true.
1. Pick a project you love first and foremost. You will be spending 1000s of hours developing your game and you will be more likely to make an enjoyable game if you enjoy making your game.
2. Pick a realistic scope for your first game. If this is your first game you should not be developing a game over a year or more. The sad truth is you have a lot to learn and the market doesn't care how long it took you to make the game. They only care if it is fun. If this is your first game, choose something you can ship in 6 months max.
3. Set deadline and stick to it. You will never finish if there is no finish line.
4. Focus on a few mechanics and really make them fun. It is better to be great at 1 or 2 things than it is to be "meh" at 10. Your games success will be a sum of how fun these are.
5. Stop doing game jams. While it is fun to participate in jams, they suck up your time and are ultimately not training your for the right fight. If you want to be a boxer, you should spend 95% of your time sparing and fighting and the other 5% on everything else. Game jams are not going to condition you to make a commercial game. There is no playtesting, bug management, marketing, version control, patching, pricing, community outreach and so so much more.
6. Just make fun games. If it isn't fun, work on it until it is. Get feedback, try new things. Innovation never comes from trend chasing.
I liked the way this video covered it but for anyone who feels the same as the commenter at the beginning I'd also recommend watching Kiki's Delivery Service. It's about doing creative work.
Kiki goes out on her own and tries to survive while doing her "art" (flying). She works hard and makes progress at first, but she struggles, she compares herself to others, she suffers from burnout, she gets depressed, she completely loses her ability to do her job. She reaches a point where she doesn't know how to keep going. The movie is about how you get past that, and what really makes doing art worthwhile.
It would be useful for indie developers to share their best practices. For example, instead of reinventing the inventory system every time, create a versatile, customizable and high-performance plug-and-play system. Which could be used in any games with an inventory system. (For example, a system with search, sort, quick stack, quick equipment change, split, select, and transfer multiple items at the same time)
First, the risk of making a mistake or writing incorrect code is reduced, less time is spent on UIUX and implementing all these very necessary functions, and most importantly, it is also convenient for users.
If a large number of games will use one convenient inventory system, with which the user will know how to interact intuitively, it will be just amazing.
Exactly this - start looking at the game you are building and try and identify what can be built/written as a stand-alone feature that gets dropped into other aspects of the game. If you look at it from a reusable perspective then when you get game one done you've so much that can just be re-used with a little tweaking in game two.
What you just described is open source libraries. Type "godot inventory open source" in google and check out the first 5 results.
The fact many indie devs reinvent the wheel doesn't mean it has to be that way - as long as they're using a standard engine, those cases are usually self induced misery.
It's totally doable. But I have 10 years of experience as a web developer, and I spent 4 years studying sound design, music, creating my own models and even textures, learning how to write design documentation for games, learning how to write scripts, studying my favorite games from a game design perspective, I spent about a year more to find the perfect development pipeline for me, I made a couple of mini games, many ideas I threw out at the stage of developing the demo version because they turned out to be unsuccessful. But now I can make all this games from start to finish alone, but I spent a hell of a lot of time and money just to learn
🫂
I have made a lot of prototypes and just a few finished games solo (none succesfull, but i hope i'm getting there). At this moment i'm trying to develop with a team and what i can say is you can get further with a team, more can be done but it has to be a shared vision which is really difficult. Solo you can be your own box of ideas but you can do less. It's a difficult balance to achieve.
I suck at the design stuff thats why I get assets to use from different asset sites. I also do procedural generation because I'm not all that good at level design.
I'm a software engineer, though not a game dev. Used to be a C++ dev back then.
I think iteration is key here:
1. start by making the most simple and dumb game ever, something like Pong for example.
2. after finishing it do a little bit more complex game, just a bit.
Now you know the workflow, repeat point 2. with adding a bit more complexity until you reach a level when you can build a potentially commercial game (still simple compared to any AAA titles out there, yet maybe fun to play).
The process itself is simple but by no means an easy one but if you take small steps each time then you will not be overwhelmed or discouraged easily.
Small steps will give you small successes, and small successes will keep you motivated.
Great advice. Thanks for always putting out solid content!
Great as always! thanks!
It's understandable that gamers think gamedev is easy and fun. When a game is IMMERSIVE it seems like a whole and you no longer see the PARTS. As a gamer going into gamedev you can not help yourself thinking that it's going to be easy on a EMOTIONAL level. It would help if you used your rationality to make a plan, test things out and track your progress. That way your sense of which parts you need and your estimates of them will become better. It's a separate skill from enjoying a game.
As for going solo, I think it's possible if your willing to take a lot of time to learn a lot. However in the days of the C64 and Amiga people there was a demo scene that was the breeding ground for game developers and game studio's evolving from demo groups. Maybe game jams are now the thing, but bring some skill and perseverance to the team. Inspiration is only a small part of success.
You can develop a game alone.
That its "hard" is the true fun challenge. Yes your first games will be shit at first, make them free to play but learn from feedback, progress etc. Once you grow and have the right targets/experience, good games (remember, always gameplay first, graphics second) will be made. Dont expect to make the next big AAA title, your not john carmack. Keep it small but big enough so it has at least some fun gameplay hours so you can finish it in like 5 years. (Or longer if you have the drive , but if thats smart... I doubt it).
Solo development is 100% doable. It takes time. A lot of time. But it's doable. Solo dev here, working on my first game ever, I'll say though, scope creep is a super real thing for solo devs, been working on the game for a year now, but I also haven't been to a bar for a year. So if you wanna make a great big game alone, make sure you have 3-5 years or don't mind being a hermit for 1.5-2 years!😅 But damn is it fun! I ain't regretting a second so far.
It's not impossible, but depending on the genre, and the scope it can be very VERY hard
Be willing to cut features. This is the big thing. DO NOT get so attached to a feature that you burn months on it when you could just dump it and move forward. If you are trying to make something work and it just doesn't, ask yourself if you could replace that system with something simpler that you KNOW you can make work.
And you know what's REALLY simple and ALWAYS works? Doing NOTHING. And I can write the code to do nothing REAL fast.
This thumb is just perfect, congrats 😂😂😂😂😂😂😂😂😂😂
I've noticed that many of your videos end abruptly, why is that?
The difficult thing here is the sheer amount of work you need to put in your game.
As a solo game dev, what I can say is it do it as a hobby first and foremost.
Releasing something is just an happy accident, it does not have to be the end goal.
The fact, that for example "Stardew Valley" was developed by a single person and is one of the most successful indie games ever, already is a "NO!" to the question in the video title :D
It’s not impossible in the very literal sense.
But examples like Stardew Valley is also one in a million, and has a lot of asterisks attached to it that other solo devs may not have.
So no, it’s not impossible. Especially if the goal is to just make a game. But it is improbable to make it your full time career on your first attempt like in the case of Stardew Valley. Better to start solo dev as a hobby while keeping a regular full time job.
Mdickie and Toby Fox are my fav solo developers
The title itself is just a question, it doesn't imply that it's impossible. Watch the full video.
I love Stardew Valley, but it is a prime outlier. Those who simply use it to answer solo dev success (i.e: title) question (yes, the answer is of course no, but that's not saying much) are likely to only consider the surface level information.
*(1)* Eric worked about 10 hours a day, 7 days a week. That's ~70 hours a week for 4.5 years. And even that is just the release, not counting the other things such as patch porting bugfix etc. So it's not weird to call him genuine workaholics, nor is it a stretch to title him by his will and endurance a Crunch Warrior. If most people attempt this as their 1st full project too, then burning out, changing project, and quitting is highly likely. Regardless, the stress of expectation still piles up the more you push it no matter what. But Eric held to the end.
*- This level of passion and determination is crucial.*
*(2)* His girlfriend accompanied him throughout, and helps in paying the meals and the bills (side note: his girlfriend worked 2 jobs at that time). For years. There's no true _"in a vacuum"_ or _"$0"_ project, after all. You need to live to create. *(Note: 4.5 years. A low estimate for 2 people is at least $1 million)*
*- This kind of support and funding is crucial*
*(3)* Eric wanted to make his own Harvest Moon (the biggest(?) known farming franchise at that time) and Stardew Valley fits that major gap in the market due to the Harvest Moon / Story of Seasons conflicts and as it fills the demands for quality improvement (notably SV's pixel art graphic).
It overall came at a fortunate place and time, and took the crown from the troubled big fish (Harvest Moon / SoS) without much trouble. The opportunity be attributed to mostly luck or insight or a bit of both. Of course, the quality is indispensable in grasping it.
*- This opportunity from luck and or insight is crucial.*
Now, I ask you. Do you have all 3? Or at least 2 of the *(1) (2) (3)* points? Do 90% of us devs have them? How about just 50% of devs? And how about just even 1 point of the 3?
As you can see, Stardew Valley is a true outlier. Even more so than Undertale and the likes, as it is a true 1 person game dev and a true successful solo dev without prior following.
Even if you can endure for 4 years for a game *(1),* without money it can't be realized and without close support it's likely won't be fully realized *(2).*
And even if you have the will time and money, without your game filling a market gap either in quantity or quality *(3)* then you still won't likely achieve success, let alone touch Eric's shoe.
Especially so in today's world. 14000 games a year, and that's just 2023. Expect even more as years went by.
All in all, Stardew Valley is a special star. Don't use it, a black swan, as a baseline. We can admire the swan, but it definitely can't represent the swan population. Not even a percent. So really, you can only admire it.
After this video i think i am going to give up on making games i am just too stupid and i learn very slowly , i have no strengths i cant program i cant do art, i did a tille bit of modeling,
I understand your doubts, but don't totally give up. Focus on developing the skills that you enjoy the most and maybe consider creating a game in another 5 years. Maybe you'll be ready, maybe you'll have found another media that better fits your talents, maybe you'll have found another field that interests you more. Just keep learning, experimenting, and exploring; you'll eventually fall in place with what makes you feel whole.
Do the impossible see the invisible
good speech
Sometimes you just have to go it alone.
Close to impossible.
"Wake up to reality" I see...
Dream game dev enjoyer: _"I refuse to believe there's reality above this reality!"_