Isn't jason rad? ► Play CULTIC! 3drealms.com/games/cultic/ ► Get 50% off Full Time Game Dev for New Year's: fulltimegamedev.mykajabi.com/ftgd ► Learn how to become a full time game dev, free: www.fulltimegamedev.com/opt-in-how-to-make-six-figures ► Enroll in my 3D workshop, free!: www.fulltimegamedev.com/opt-in-15-minute-3D-game ► Make your game instantly beautiful with my free workbook: www.fulltimegamedev.com/opt-in-instant-beauty-color-workbook ► Get my 2D game kit, free: www.fulltimegamedev.com/opt-in-2D-game-kit ► Join my 2D character workshop, free: www.fulltimegamedev.com/opt-in-2d-character-art-workshop ► Wishlist Twisted Tower: store.steampowered.com/app/1575990/Twisted_Tower/ ► Learn how to make money as a TH-camr: www.fulltimegamedev.com/opt-in-indie-game-income-workshop
I think it's better to frame this as "Mistakes you absolutely WILL make, just try to learn and move past them as fast as you can." I can tell you not to over-scope, but you will do it anyways because you don't know when you are over-scoping until after you do it. Just understand it's fine to make these mistakes, just don't let yourself get stuck in them. Also, it's fine to have 100 unfinished projects, that's how you learn to design and build smaller systems. Just make sure you draw a line between learning experiences and a project you intend to finish/sell.
I like that he never finished any other games. It may be rare, but it's possible. Sometimes you just need that push of passion for a project to get you across the finish line, which often is lacking with smaller practice games.
I recommend making single level demo prototypes before trying to make a full game. There are thousands of little things you will have to learn to make even a basic game demo. I have never made a commercial game, or a game with more than one level. But I have made more game demos than most people who think about making games but try to make their dream game from the get go and make it a commercial success, and then proceed to finish nothing at all. I have a dream game, like most aspiring game developers, but I know my limitations and my abilities, and I wont attempt my dream game until I know I have the ability to. That is what making prototypes and demos are for, they help you understand your strengths, weaknesses, and capabilities.
The Game Dev course made sense, teaching people skills, how to do things etc, yeah sure go for it. The TH-cam one, less so. We have so many examples of people teaching others how to succeed on TH-cam, people who clearly base everything on their own experience and not noticing their survivor bias. There is no clear recipee for a TH-cam course where you can garantee the outcome you're advertising in your ad. You make it sound like if people follow the course they will have success and 6 figures income because you did and you are proof it works. I liked a lot of your content, but now it's a lot of self promotion (which I get) and a lot of bold claims that disregard luck, timing, opportunity and context. Especially for teaching people how to do TH-cam. So yeah, thanks for all your content during all these years, but that's where I'm moving on and I just wanted to give a bit of feedback and a reason why.
Wow, this is packed with valuable insights for aspiring game developers! I'm so glad I watched this before jumping into my own game project. In fact, I'm inspired to create a video that goes even deeper into these essential aspects of game development.
I'm skeptical about the TH-cam Game Dev course promoted in this video that will build a massive audience. Considering this channel is well established and still has low viewership I wonder if that is even possible.
One thing I'm always thinking about when people say to start is small is "is it worth starting with smaller iterations of the game you want to eventually make?". Let's say someone want to make a monster hunter style of game, would it be a good idea to start with a small 10 boss boss rush game, and then transition to creating environments for more bosses on following games. Basically, is it worth creating smaller versions of your dream game and with each release getting closer to it or is it better to create general purpose games?
I guess there is no concrete answer to that, and there are too many factors involved that you will probably never be able to tell (at least beforehand) if this strategy was the actual game changer. I had similar thoughts about my first project I am currently working at. My idea was, instead of releasing each iteration as a new game, each iteration is just an update of this one game. So I have my vision, the big picture, and I narrowed it down to the fundamental elements, everything else will be added via update after release. I thought, if you write music or books, you have to release each iteration as a new product. But with games, or software in general, you can simply change the existing product, anytime, anyhow you want. So why not use what this media offers to your advantage? I am still in prototyping phase, so maybe I will scrap this idea eventually, but that would be my plan right now.
Feel free to judge me because I'm yet to watch the video in full... But I'd love to see a "Watch this before you *start learning game development*" type of video. The kind that's aimed towards people who not only never made a game before, but haven't even started learning yet. Like, what should you expect when starting to learn and whatnot.
My goal in Game Dev: Make a game that's fun to me, if you get some money out of it, why not. But I'm also using game development to improve my programming skills and take it into my daily job as an embedded engineer / programmer, i.e. since I'm into game dev my software architecture skills improved a lot. I can also estimate the scope of things way better. Didn't release anything yet and it will be some years before I'll be even able to. But it's more a passion for me that doesn't have to pay the bills (yet). Maybe someday, if I'm good enough in all traits and my daily job becomes too lame I'll switch roles but for now my bills are way too high anyway to take any risks there. Family needs to eat and house paid off, won't risk my familys well being for my dream.
Videos like this never clicked until I ran out of ways to, as the kids might say, "code my own first-person open-world CPU-rendered game engine with infinite terrain that can run on anything from scratch in Rust" in such a way that the engine and game would be done before 2060, and even then, it took me a depressed while to finally relent and pick up an off-the-shelf engine. I'm going with Godot because it's free, open-source, plays nice with Linux, and is pretty straightforward to work with. I've got a small blockout of an extremely basic version of the gameplay I have in mind, and I'll expand outward from there. And I can easily scratch my "open world" itch with a simple 2D map made in WonderDraft or something and you travel over it as a little dot like in Fallout. Maybe still a bit lofty, but hey, I got confidence again.
I've made a lot of projects which I didn't even end, and now I'm making an open-world RPG, South Park: Quest for the Holy Thong, and I'm doing great with it. The thing is, I've only released two games, one of which isn't even finished completely.
@@gameworkerty lol, I guess I just love the show so much, and this is my way of showing my appreciation. Just like there's fan art, here I am making a fan game.
Jason, you're so well spoken which reveals your passion for the art of game development. I'd love to hear more from you; already following you on your social but would love to hear your thoughts on video/audio eg. YT. Too bad you're so busy being a boss game developer first and foremost.
I was just about to start working on my first bigger project than a game jam and found this video, which at that point was released half an hour ago XD
The biggest mistake you can do is actually compare yourself to others and try to do what they do to success, nobody started from scratch, you start in a certain family, a certain city, country, in a certain time, certain oppurtunities and difficulties, it's never the same, i you want tto do something just go do it and be smart about it.
You have no idea how limitations are blessings in disguise. Almost all the classics we have are born out of constraints. Mario has his iconic mustache and red cap because his early pixelized face would have looked bland otherwise. We have Mariokart because someone wanted a 2 player split-screen F-Zero. It couldn't be done because it was too fast, so they slowed it down. They then had to make the racers karts instead of rocket cars for it to make sense. And they picked mascots to better differenciate the racers. We have the Metal Gear franchise and the action-adventure stealth genre thanks to hardware limitations. The first game in the series couldn't handle more than 3 enemies on the map at once, forcing them to choose between making a pretty lame action-adventure game, or making history. If you're stuck with something, there's an opportunity to creatively bypass it.
Dude, when I tried to make games with a team, we make changes in the same project. Like one doing this mechanic, one doing this other and one doing the level and etc. The problem is that when we git push, always get a merge problem and someone loses everything. So, how can we work together in a team in a better way?
hi. well, seems like someone in the team was not doing the merges properly) simply get better in resolving merge conflicts, always make sure you don't break someone else's code. there's no other recipe to it really.
Hey, thanks for commenting. I tryied with my mate some merge conflicts and now it's pretty easy to correct, we didn't use VsCode for git, we used cmd so it was hard. Thank you!@@annaloginova2870
Honestly, most of your videos feel like ads, which makes me feel like you don't make most of your money making games, but rather "teaching" others to make games
so, even if I mainly would like to make 3D games, should I start by making a few 2D games like pong, then after that I can start transitioning to making the 3D games?
Yes, pong and extremely simple tutorials first. Then something bigger like a 2D platformer. Building the systems like a save system and level select screen with objectives for each level can be quite challenging. Finish a complete 2D game to learn the ins and outs of building a game with a functioning loop and systems. Then take that and move to 3D, again starting simple and small and slowly expanding into more complex and challenging concepts. Good luck, all you have to do is start making games. Keep putting one foot in front of the other and don’t stop. One day you’ll look back and realize you climbed a mountain
Luck will always be a factor in life, but if you're unprepared for success, it will tend to be bad luck rather than good. *Cliche warning* luck is where preparation and opportunity meet (or hard-work, perspiration, etc.)
I'd suggest not to iddubz-style edit when your interviewee is talking, it just comes off as disrespectful. like, its an interview for an inherently interesting topic, not a le funny meme video.
One more tip: stop watching billions of 'how to make a game' videos and go make an actual game =D (of course wathcing how-to tutorials about different mechanics and features you want to include in your game is absolutely necessary)
i normally love Thomas' videos but this style of editing feels....icky some how. Like im being treated as too stupid to know whats important in the conversation. I dont need a big sound effect and visual queue that he said something good. Let me decide what is interesting, dont try to force me to think that something is good info with your flashy editing tricks....i tell you because i love you.
This. You're right. He's making videos just to pull people in to buy his games. Which is fine. I get it. But to you and I, and anyone with a brain... Thomas has become Billy Mays.
It's a good strategy, as I wouldn't have watched the longer videos. Also, as an indie dev, I'd give him some leeway to juice out an informative interview
Dude most of your video feels just repeated and repeated This is just getting exhausting Iam thinking of unsubscribing Giving you one last chance Make a interesting video Most of your audience is just passing people ..a very very few percent of people are staying and going through the whole video because as soon a person gets in like 2-3 minutes of your video it gets really boring and just repeat of last video Change dude
@@DeadEndGameshe's the Billy Mays of video game making... These are just ads to sell his video games. Every wannabe game designer eats this shit up. Good for him for preying on the weak.
@@TheCookieCrisp At this point I'm trying to actively avoid his videos, because they piss me off. I used to find them useful, but all the stuff he's been doing lately has been just the same: ads for his courses, and ads for his game. All of it feels so fake and disingenuous. Make a video about your game if you want to talk about your game. Don't drop "Twisted Towers" at any possible chance you can in any of your videos. Older videos felt like "Here are some free tools to help you make games, and if you feel like it, here are some additional paid tools". Now, all these videos are "Here is yet another FILLER video nobody cares about, BUY MY STUFF". And I guess it's working for him, so good for him :v
Isn't jason rad?
► Play CULTIC! 3drealms.com/games/cultic/
► Get 50% off Full Time Game Dev for New Year's: fulltimegamedev.mykajabi.com/ftgd
► Learn how to become a full time game dev, free: www.fulltimegamedev.com/opt-in-how-to-make-six-figures
► Enroll in my 3D workshop, free!: www.fulltimegamedev.com/opt-in-15-minute-3D-game
► Make your game instantly beautiful with my free workbook: www.fulltimegamedev.com/opt-in-instant-beauty-color-workbook
► Get my 2D game kit, free: www.fulltimegamedev.com/opt-in-2D-game-kit
► Join my 2D character workshop, free: www.fulltimegamedev.com/opt-in-2d-character-art-workshop
► Wishlist Twisted Tower: store.steampowered.com/app/1575990/Twisted_Tower/
► Learn how to make money as a TH-camr: www.fulltimegamedev.com/opt-in-indie-game-income-workshop
I love ur vedios from morroco 🇲🇦
I think it's better to frame this as "Mistakes you absolutely WILL make, just try to learn and move past them as fast as you can."
I can tell you not to over-scope, but you will do it anyways because you don't know when you are over-scoping until after you do it.
Just understand it's fine to make these mistakes, just don't let yourself get stuck in them.
Also, it's fine to have 100 unfinished projects, that's how you learn to design and build smaller systems. Just make sure you draw a line between learning experiences and a project you intend to finish/sell.
There is a video between the course ads I swear
I like that he never finished any other games. It may be rare, but it's possible. Sometimes you just need that push of passion for a project to get you across the finish line, which often is lacking with smaller practice games.
I get bored with practice projects very easily. If it doesn't pull me in I'm probably not going to finish it😅
@@CitizenCoderSame. I try, but I'm motivated by my love for a project. If there's no love, I lose interest in learning.
@@KhroMcKrakken that's my motivation as well. The game I currently working on is driven by that. Hopefully it keeps me moving on it :D
@generalAssery first game is not the same as first commercial game. You should make like hundreds of prototypes before your first commercial game.
I recommend making single level demo prototypes before trying to make a full game. There are thousands of little things you will have to learn to make even a basic game demo. I have never made a commercial game, or a game with more than one level. But I have made more game demos than most people who think about making games but try to make their dream game from the get go and make it a commercial success, and then proceed to finish nothing at all. I have a dream game, like most aspiring game developers, but I know my limitations and my abilities, and I wont attempt my dream game until I know I have the ability to. That is what making prototypes and demos are for, they help you understand your strengths, weaknesses, and capabilities.
The Game Dev course made sense, teaching people skills, how to do things etc, yeah sure go for it.
The TH-cam one, less so. We have so many examples of people teaching others how to succeed on TH-cam, people who clearly base everything on their own experience and not noticing their survivor bias. There is no clear recipee for a TH-cam course where you can garantee the outcome you're advertising in your ad. You make it sound like if people follow the course they will have success and 6 figures income because you did and you are proof it works. I liked a lot of your content, but now it's a lot of self promotion (which I get) and a lot of bold claims that disregard luck, timing, opportunity and context. Especially for teaching people how to do TH-cam. So yeah, thanks for all your content during all these years, but that's where I'm moving on and I just wanted to give a bit of feedback and a reason why.
Wow, this is packed with valuable insights for aspiring game developers! I'm so glad I watched this before jumping into my own game project. In fact, I'm inspired to create a video that goes even deeper into these essential aspects of game development.
I'm skeptical about the TH-cam Game Dev course promoted in this video that will build a massive audience. Considering this channel is well established and still has low viewership I wonder if that is even possible.
You don't say?!
Thank you for shining your spotlight on this game and this dev. It was a massive inspiration and got me into game dev.
One thing I'm always thinking about when people say to start is small is "is it worth starting with smaller iterations of the game you want to eventually make?". Let's say someone want to make a monster hunter style of game, would it be a good idea to start with a small 10 boss boss rush game, and then transition to creating environments for more bosses on following games. Basically, is it worth creating smaller versions of your dream game and with each release getting closer to it or is it better to create general purpose games?
I guess there is no concrete answer to that, and there are too many factors involved that you will probably never be able to tell (at least beforehand) if this strategy was the actual game changer.
I had similar thoughts about my first project I am currently working at. My idea was, instead of releasing each iteration as a new game, each iteration is just an update of this one game. So I have my vision, the big picture, and I narrowed it down to the fundamental elements, everything else will be added via update after release.
I thought, if you write music or books, you have to release each iteration as a new product. But with games, or software in general, you can simply change the existing product, anytime, anyhow you want. So why not use what this media offers to your advantage?
I am still in prototyping phase, so maybe I will scrap this idea eventually, but that would be my plan right now.
Love these snippets!
Feel free to judge me because I'm yet to watch the video in full... But I'd love to see a "Watch this before you *start learning game development*" type of video.
The kind that's aimed towards people who not only never made a game before, but haven't even started learning yet. Like, what should you expect when starting to learn and whatnot.
My goal in Game Dev: Make a game that's fun to me, if you get some money out of it, why not.
But I'm also using game development to improve my programming skills and take it into my daily job as an embedded engineer / programmer, i.e. since I'm into game dev my software architecture skills improved a lot. I can also estimate the scope of things way better. Didn't release anything yet and it will be some years before I'll be even able to.
But it's more a passion for me that doesn't have to pay the bills (yet). Maybe someday, if I'm good enough in all traits and my daily job becomes too lame I'll switch roles but for now my bills are way too high anyway to take any risks there. Family needs to eat and house paid off, won't risk my familys well being for my dream.
i love this guy, the advice is actually helping.
Videos like this never clicked until I ran out of ways to, as the kids might say, "code my own first-person open-world CPU-rendered game engine with infinite terrain that can run on anything from scratch in Rust" in such a way that the engine and game would be done before 2060, and even then, it took me a depressed while to finally relent and pick up an off-the-shelf engine. I'm going with Godot because it's free, open-source, plays nice with Linux, and is pretty straightforward to work with. I've got a small blockout of an extremely basic version of the gameplay I have in mind, and I'll expand outward from there. And I can easily scratch my "open world" itch with a simple 2D map made in WonderDraft or something and you travel over it as a little dot like in Fallout. Maybe still a bit lofty, but hey, I got confidence again.
This industry man, It's brutal. A good game is insanely hard to develop, and then you have to compete with thousands hard workers just like you.
I've made a lot of projects which I didn't even end, and now I'm making an open-world RPG, South Park: Quest for the Holy Thong, and I'm doing great with it. The thing is, I've only released two games, one of which isn't even finished completely.
Why are you bothering making a game for a licensed IP you have no right to use?
@@gameworkerty lol, I guess I just love the show so much, and this is my way of showing my appreciation. Just like there's fan art, here I am making a fan game.
Jason, you're so well spoken which reveals your passion for the art of game development. I'd love to hear more from you; already following you on your social but would love to hear your thoughts on video/audio eg. YT. Too bad you're so busy being a boss game developer first and foremost.
I was just about to start working on my first bigger project than a game jam and found this video, which at that point was released half an hour ago XD
The biggest mistake you can do is actually compare yourself to others and try to do what they do to success, nobody started from scratch, you start in a certain family, a certain city, country, in a certain time, certain oppurtunities and difficulties, it's never the same, i you want tto do something just go do it and be smart about it.
Awesome videos bud
Start as a mustered seed
You have no idea how limitations are blessings in disguise.
Almost all the classics we have are born out of constraints. Mario has his iconic mustache and red cap because his early pixelized face would have looked bland otherwise. We have Mariokart because someone wanted a 2 player split-screen F-Zero. It couldn't be done because it was too fast, so they slowed it down. They then had to make the racers karts instead of rocket cars for it to make sense. And they picked mascots to better differenciate the racers. We have the Metal Gear franchise and the action-adventure stealth genre thanks to hardware limitations. The first game in the series couldn't handle more than 3 enemies on the map at once, forcing them to choose between making a pretty lame action-adventure game, or making history.
If you're stuck with something, there's an opportunity to creatively bypass it.
Dude, when I tried to make games with a team, we make changes in the same project. Like one doing this mechanic, one doing this other and one doing the level and etc. The problem is that when we git push, always get a merge problem and someone loses everything. So, how can we work together in a team in a better way?
hi. well, seems like someone in the team was not doing the merges properly) simply get better in resolving merge conflicts, always make sure you don't break someone else's code. there's no other recipe to it really.
@@annaloginova2870 thanks!
Hey, thanks for commenting. I tryied with my mate some merge conflicts and now it's pretty easy to correct, we didn't use VsCode for git, we used cmd so it was hard. Thank you!@@annaloginova2870
Honestly, most of your videos feel like ads, which makes me feel like you don't make most of your money making games, but rather "teaching" others to make games
so, even if I mainly would like to make 3D games, should I start by making a few 2D games like pong, then after that I can start transitioning to making the 3D games?
Yes, pong and extremely simple tutorials first. Then something bigger like a 2D platformer. Building the systems like a save system and level select screen with objectives for each level can be quite challenging. Finish a complete 2D game to learn the ins and outs of building a game with a functioning loop and systems. Then take that and move to 3D, again starting simple and small and slowly expanding into more complex and challenging concepts. Good luck, all you have to do is start making games. Keep putting one foot in front of the other and don’t stop. One day you’ll look back and realize you climbed a mountain
@@blackestbill7454 Thank you for giving me a detailed answer!😃
Luck will always be a factor in life, but if you're unprepared for success, it will tend to be bad luck rather than good. *Cliche warning* luck is where preparation and opportunity meet (or hard-work, perspiration, etc.)
I'd suggest not to iddubz-style edit when your interviewee is talking, it just comes off as disrespectful. like, its an interview for an inherently interesting topic, not a le funny meme video.
2:31 meanwhile Netherlands trends: Holocaust
I'm so confused. Is Jason wearing a real jacket? It looks 3d or maybe I'm just losing the plot from doing this for too long.
Biggest mistake is using unity over ue5 lol
One more tip: stop watching billions of 'how to make a game' videos and go make an actual game =D
(of course wathcing how-to tutorials about different mechanics and features you want to include in your game is absolutely necessary)
Start big. Make your dream game.
i normally love Thomas' videos but this style of editing feels....icky some how. Like im being treated as too stupid to know whats important in the conversation. I dont need a big sound effect and visual queue that he said something good. Let me decide what is interesting, dont try to force me to think that something is good info with your flashy editing tricks....i tell you because i love you.
This. You're right. He's making videos just to pull people in to buy his games. Which is fine. I get it. But to you and I, and anyone with a brain... Thomas has become Billy Mays.
Nice
I swear you have posted the same video three times in a row now 🥱🥱
Its smaller parts of the 1 hour long video
and i will watch it every. single. time.
I mean, it's smart as hell. Honestly, I should do it with my dev interviews.
It's a good strategy, as I wouldn't have watched the longer videos. Also, as an indie dev, I'd give him some leeway to juice out an informative interview
It's clips from the larger interview. Some people would only watch these smaller clips and will avoid the unedited interview, so it's a good decision.
Make a new video 😂
Dude most of your video feels just repeated and repeated
This is just getting exhausting
Iam thinking of unsubscribing
Giving you one last chance
Make a interesting video
Most of your audience is just passing people ..a very very few percent of people are staying and going through the whole video because as soon a person gets in like 2-3 minutes of your video it gets really boring and just repeat of last video
Change dude
I agree. His last few videos have literally been the exact same thing
@@DeadEndGameshe's the Billy Mays of video game making... These are just ads to sell his video games. Every wannabe game designer eats this shit up. Good for him for preying on the weak.
You sound like a bitter jealous little Devcel that 😂😂😂
@@TheCookieCrisp At this point I'm trying to actively avoid his videos, because they piss me off. I used to find them useful, but all the stuff he's been doing lately has been just the same: ads for his courses, and ads for his game. All of it feels so fake and disingenuous. Make a video about your game if you want to talk about your game. Don't drop "Twisted Towers" at any possible chance you can in any of your videos. Older videos felt like "Here are some free tools to help you make games, and if you feel like it, here are some additional paid tools". Now, all these videos are "Here is yet another FILLER video nobody cares about, BUY MY STUFF".
And I guess it's working for him, so good for him :v
Second
Think we just need to start ignoring this guy..
Nice