My Problem With Making Small Games | UE5 Devlog

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  • เผยแพร่เมื่อ 8 ม.ค. 2025

ความคิดเห็น • 41

  • @leonlysak4927
    @leonlysak4927 13 วันที่ผ่านมา

    Dude ive been binging your videos. Appreciate the authenticity and insights i dont really hear elsewhere. That video explanation you gave on world partitions was the best ive come across and i watched at least 12-13 today trying to wrap my head around the principles

    • @blackshinobi956
      @blackshinobi956  12 วันที่ผ่านมา

      Thanks for the feedback! I appreciate you watching.

  • @DevGods
    @DevGods หลายเดือนก่อน +1

    I’ve ended up spending more time building up generic frameworks for the type of games want to make. It’s kinda like making small games in the context of the game I want to make. I think getting reps in is what we all need while throwing ourselves a few challenges along the way.

    • @blackshinobi956
      @blackshinobi956  หลายเดือนก่อน

      I like this approach. Thanks!

  • @SamuTheFrog
    @SamuTheFrog 26 วันที่ผ่านมา

    Love how real you are bro. Don't over sensationalize your stuff or make it seem dramatic or crazy. it just is what it is. I really appreciate that type of content creator.

    • @blackshinobi956
      @blackshinobi956  25 วันที่ผ่านมา

      I appreciate that, thanks for watching!

  • @Harvesterrr121
    @Harvesterrr121 หลายเดือนก่อน +2

    Hey I work in the industry. I'm a 3D artist and I must say that being a generalist vs a specialist really depends on the type of studio you're aiming for. For example If you are a 3D artist and apply for a 3D artist hard surface role for a big studio, all you'll be doing is hard surface stuff and nothing else (Bungiee for example). But If you go for smaller studios that employ maybe 20-40 peopole, being a generalist really helps as often there's just as much to do as in a bigger studio, but only a quarter of people to do it, so a broad understanding of the whole "branch" really helps

    • @blackshinobi956
      @blackshinobi956  หลายเดือนก่อน

      Thanks for pointing this out, good point!

  • @jimdublace
    @jimdublace หลายเดือนก่อน

    Good to see you're back at it.

    • @blackshinobi956
      @blackshinobi956  หลายเดือนก่อน

      Thanks! It's good to be back

  • @Skeffles
    @Skeffles หลายเดือนก่อน

    This is an awesome idea! I see so many people creating new games to improve themselves but returning to old games can be just as good. I definitely think that a specialism is great for gaining a foothold in the industry and then being a generalist will help you get projects over the line faster. Good luck!

  • @WatchingTokyo
    @WatchingTokyo หลายเดือนก่อน +1

    I think you are spot on, or rather that I have the same philosophy. I actually published a few small mobile games with Unity before looking for a job in the industry. 8 years later I work on a very big game in Unreal. I learned a lot with each new game I made.
    I think you would be able to find a job at any company with your skill sets btw, knowing a bit of everything is useful in indie studios but also as a specialist (you can specialize on the job too). The state of the industry is not great though, so a lot of competition for those positions.

    • @blackshinobi956
      @blackshinobi956  หลายเดือนก่อน +1

      Thank you for sharing your experience! It's always encouraging to hear how people get into the industry

  • @foolsanticsstudio
    @foolsanticsstudio หลายเดือนก่อน +1

    I pivoted recently from one small game to an even smaller game. I couldn’t figure out the enemies but then I realized I had made enough traps and what not to make a game without enemies. What took months of research and testing in the first game took days of setting up in the new one.
    Whether you go small or big, the thing to remember is the first game is about learning. So I think small is best at first to get your bearings. Then once you have all the mechanics down, make that big game.
    As for jobs in the industry. It’s all about who you know. I never got in. Actually my first and only 3D job not counting freelancing was at an insurance company. And I’m pretty sure they only hired me cuz I was the only 3D artist in town. Lol. But I saw a video recently from someone in the industry saying that 90% of the people in the industry got their job through a recommendation. Family, friends or harassing companies at cons. Lol. It is a real tough industry to get into. But once you get your name know, they come to you. Super hard to get in but super easy to stay in I guess.

    • @blackshinobi956
      @blackshinobi956  หลายเดือนก่อน

      I completely agree the first game is all about learning. 90% of games jobs hiring by networking is crazy 🤯

    • @foolsanticsstudio
      @foolsanticsstudio หลายเดือนก่อน

      @ If I ever find that video again I’ll link it. But there is so much put on TH-cam these days that I doubt I will.
      Yeah I forget the exact number the guy gave but it was defiantly 80-90% cuz it angered me to hear it. As someone who isn’t very social. Lol. Still I can see that being the case. Anecdotal evidence altert but I instantly got an in person interview with one job cuz of a friend’s recommendation vs the thousands of automated rejections or just silence of all my other attempts. Glad I wasn’t hired there though cuz later that year the boss made a mistake with a client then blamed it on and fired my friend to save face. Not cool.
      But in general, part of hiring someone is seeing if they would be nice to work with. You gotta see these people every day so you will probably want a less talented person you get along with than a more talented person you don’t. So friends and family are a better gamble on that front.
      I really don’t want to believe the 90% statistic. But the more stories I hear of people getting in, the more I do. Its rare to find someone who got in all on his/her own. And most people who do that do it by creating an indie game which leads to an indie company which leads to just becoming part of the industry rather than having someone invite them in. Or the indie game gets noticed by the right person and you get invited in through that.
      The main advice I am hearing these days is to make a game cuz that shows skills and the ability to apply those skills. So indie game dev might be the best way to go cuz you either flop or succeed or flop but get noticed and succeed later.

  • @personalaccount56
    @personalaccount56 หลายเดือนก่อน

    Love your vids, cheers dude

  • @LitAngelo
    @LitAngelo หลายเดือนก่อน +1

    I really like hearing your ideology on game dev! Can we get some B roll clips of you working in UE? Would love to see some stuff you are working on while you speak. God bless, bro.

    • @blackshinobi956
      @blackshinobi956  หลายเดือนก่อน +1

      I always forget to record my development work, but I'll definitely do it for the next video. Thanks for watching!

  • @jasonl9266
    @jasonl9266 หลายเดือนก่อน

    With everything you start small . Just start building !

  • @fumetsusozo
    @fumetsusozo หลายเดือนก่อน

    My problem with many folk I seen argue to indie devs on how "they should quit working on dream games, and work on small games instead!" that it is way to broad a statement, and kinda feels weirdly aggressive as if they want devs to stop working on stuff "they actually care about" just so randos can get more games quickly. While taking small steps to work up to bigger projects is a good idea... but one thing some folk don't understand is that not everybody are simply happy making "just any game," because some creators are only attached to certain concepts. For example for me it is my characters, I can't be bothered to work on any project if it doesn't involve characters that matter to me. We all have our own reasons for creation.

    • @blackshinobi956
      @blackshinobi956  หลายเดือนก่อน

      Definitely, not everyone is gonna love making small games!

    • @fumetsusozo
      @fumetsusozo หลายเดือนก่อน

      @@blackshinobi956 For the record I don't think working on smaller games is a terrible idea. However there is different ways to handle a creator's growth, and making small games isn't the only way... In fact I seen it said multiple times that working on smaller games doesn't properly prepare a creator to work on bigger games as they have a different work flow. Also personally speaking I already had worked on smaller games for few years in the past, and got many of my dev skills to a decent level... my problem nowadays is getting all my character designs & stories to a point i am happy with them, I am extremely picky in that area, and tons of programming & level design skills won't fix that for a dev. Haha~

  • @shawndoublea
    @shawndoublea หลายเดือนก่อน

    (This is coming from someone whose been in games for 24ish years) I think it's good to think about what you want. You said you want to work at a studio (which, with the way jobs have been is really hard, and my mentees have had a hard time getting in). Do you want to be a jack of all trades, or what would you like to focus on? If you just want a job, Tech artist/UI UX are THE main ways to get into a company. But still, folks will want to see a portfolio with examples. So you could just do that, make examples. You could also combine multiple small games into a bigger game to understand project size needs, and then work on some sort of specialty to show "hey I made this game, but I focused heavily on X", which would show that you can do multiple things, but have a specialty.

    • @blackshinobi956
      @blackshinobi956  หลายเดือนก่อน

      I'm still unsure about what I want to focus on but I think I'm leaning towards programming which has lead me to picking up c++ again. I like the idea of combining smaller projects into something I could use in a portfolio. Thanks for the guidance!

  • @Kinos141
    @Kinos141 หลายเดือนก่อน

    My take is make both. Make your dream game and when that gets hard, make smaller games. Get good with smaller games, then try again.

  • @thalesenrique3495
    @thalesenrique3495 หลายเดือนก่อน +1

    I don't like the idea that making small games helps you create games, because what I see is that people who make smaller games get stuck only making smaller games and have difficulty managing slightly larger projects, because the development dynamics are different. Smaller games are ready faster and require less effort than larger games, which means that when you switch to a slightly larger project, you get the feeling that the project isn't moving forward, it takes too long, you start to struggle more with its development and end up giving up and going back to smaller games.
    I believe that the best way to learn how to create games is through a medium-sized project, which makes you get used to longer development times, and the creation of prototypes and mechanics as a side-project, as a way to test whether any of your ideas would work in your main game or are fun, before being implemented directly in the main project.

    • @blackshinobi956
      @blackshinobi956  หลายเดือนก่อน +1

      I think this makes sense. When I started making a large project I didn't have a grasp on how much work and time the project would take. I don't think making small projects has helped me understand that either. Thanks!

  • @LordsofMedia
    @LordsofMedia หลายเดือนก่อน

    Making games is super easy now. Too easy. Make your dream game now before everyone makes their own.

    • @blackshinobi956
      @blackshinobi956  หลายเดือนก่อน

      Yo that's a hot take but I respect it lol. I didn't regret starting out with my dream game so yeah I get it

  • @datguy6745
    @datguy6745 หลายเดือนก่อน

    I hate my current state.
    i know EXACTLY what my game is supposed to look like, i even had most of it done in Unreal Engine Blueprints but the performance got very poor very quick.
    And that was just with 1/4 players spawning bullets, so now i need to learn C++ and how to create an Object Pool. This wall hit so hard, i havent touched UE5 in months..

    • @Mukna132
      @Mukna132 หลายเดือนก่อน +2

      Don't be too focused on the whole c++ = faster thing. While this is technically true, a lot of the time performance issues do not come from the language used (Blueprint vs C++ for example) and instead come from just simply inefficient programming.
      I'm not meaning that as a derogatorily, I'm just saying I would be very surprised if you weren't able to make your current game performant in Blueprints by just being a bit more clever with how you program certain systems. My guess is if you ported all of your blueprint code to c++, you might only gain a couple of FPS (Blueprint is damn near as fast as C++)

    • @datguy6745
      @datguy6745 หลายเดือนก่อน

      @@Mukna132 thanks man, hearing that kinda motivates me. Means a lot

    • @ralphwarom2514
      @ralphwarom2514 หลายเดือนก่อน +1

      XD stay away from the tick. :D. Good luck.

    • @blackshinobi956
      @blackshinobi956  หลายเดือนก่อน

      Oof that's tough, but I agree with what Mukna said. C++ isn't always the answer to performance issues. Keep working at it!

  • @Uhfgood
    @Uhfgood หลายเดือนก่อน

    So you're just saying now instead of doing something bigger and better, instead just work on the same small games you did before. I guess that's fine for some people, especially if you're looking for a job in the "industry".

    • @blackshinobi956
      @blackshinobi956  หลายเดือนก่อน

      Yup, it definitely won't be for everyone