How I Would Start Game Development (If I Started Over)
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- čas přidán 15. 05. 2024
- How exactly would I start my game studio if I had to start over?
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Thanks for watching guys! What about you? What would you do differently if you started over?
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Is sale eneded ? I have tried to enroll bu there is no OFF
1:04 define the game hook
2:06 define the game loop
3:23 play similar games
4:56 create a prototype
5:35 define the sizes of all mechanics
7:24 create a visual bible
9:02 make a 10 minute demo
11:16 create a team
13:03 use a project management tool
14:37 start a youtube channel
Thanks!
thx bro
I'm a simple man, I see a Thomas Brush video, I click
Hm. I must concur my good man. Quite a cultured ol chap you are.
Same here 😂❤
Devs that don't play games, make worse games.
True! But... Devs that can't stop playing games never finish and release a game. I've heard multiple developers in interviews say they had to shun new games for two years in order to finish their own. There's always a balance there.
Locking in your measurements is such an important and understated thing. Its ridiculously important
Thomas how many effects do you want in the video?
Thomas: Yes
this video is GOLD!!!!!
crazy you doing this for free. thank you for sharing knowledge like this you the man
not free at all, he gets plenty of money from youtube haha :D
@@DrDemolitionnot plenty, few cents / view ( and he has to pay others as well :D
trust me, i know - these aren't yt shorts we're talking about, it racks up very fast for videos above 8 minutes @@arnesso92
It's nice to demonstrate how helpful CZcams can be to a indie game dev, but it's also useful to point out that success at something like CZcams also in part requires a large amount of luck
Great fun video Thomas, and very helpful... good to see you getting back in your stride with this format
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I really like the comedy spin you are adding to the videos. Great work!
Your videos are awesome now, I used to get a little bored from straight and linear paced videos before, glad to have you back as interesting again 🤩
Thanks for being consistent for so long! Always love hearing your thoughts on game stuff, keeping us smaller or solo devs inspired!
Thanks a lot for your valuable suggestions
This is very helpful, thank you!
I'm trying to get into game design, and your channel is literally the best one I've found. I feel like the topics you make videos about are all the things I didn't, and wouldn't have ever thought about starting this journey. Thank you for what you do Thomas!
God speed and good luck!
@@jakethecake3657 Thank you, I appreciate it!
This is such a great video. I intend to refer people to it for advice when starting out in game dev.
This is an amazing video! Nice and simple is exactly what my overthinking brain needs. Thank you Thomas!
This is the exact type of video I’ve been looking for because it finally made the starting steps click into place for me
Some powerful advise here, thanks!
Morning coffee and a notepad for this one, thanks a lot Thomas!
I'd take that publisher offer. It feels like in that given scenario you have (1) the core mechanics sorted/tuned, (2) the art style established, (3) your workflows established, and (4) really just need to put in the legwork to add the content to finish. A year to do that would be amazing, because you can determine how big your game can be be the amount of time it takes to complete the workflow to add new content (not mechanics).
I think thats the way to do it for sure. This is exactly what im trying to and what I messed up building my first two games which I never completed. I finally know enough and took the time to build out this type of polished loop of the game and its almost ready to just be filled with content which is predictable for me as an artist. It was neat to see it written out exactly lol
I think I'm in a very similar situation. It feels amazing to design a core foundation and polish it with modular items. Building the bulk of the levels is then very easy by comparison!
You are my Biggest Motivation Sir.
Some damn good editing
Ayo, video editing goes hard!
I get the ten minute demo idea, but I think it's more appropriate to go for a sized demo that fully demonstrates your core gameplay loop(s) (not necessarily all of them). How much effort this will take is one of the things you should consider when figuring out what scope you can handle. +100 on scaling up a team AFTER your polished demo is completed. Game studios struggle with this as it can leave so many people sitting idle burning cash, and that's a tough pill to swallow.
Props to your video editor. This is at least a couple days worth of work (if not more. ) just to edit in all of the fx and vid cuts,
Cool to see it divided like that: Loop, Hook, Genre, Measurements and Gameplay prototype. It'd be great if you put markers in the video to be able to revisit each one without having to guess around haha.
Ok i every new indie should this, amazing description of how to go from hobbyist to full time
About the publishers: It might be worth it for US developers, but outside of US it's really bad.
If a publisher takes 40%, so I'm left with 60% gross revenue.
Then steam comes in and takes 30% and I assume this cut would be split with the publisher. So I'm left with 45% gross revenue.
But then comes in the US withholding tax that cuts away 30%. Some countries have a tax treaty with US to mitigate this, but those who don't are screwed.
After all of that I'm left with only 15% net revenue.
40% - publisher
15% - half of steam cut
30% or less - US withholding tax
the publisher is meant to take 40% of your revenue after expenses from steam and possibly the tax fee, this is a recommended style for a lot of devs
I'm not sure why this is upvoted. This changes absolutely nothing.
You take a deal with a publisher because you think you'll earn more money with a publisher than without one. Or because you want to take less risk. US tax withholding is not a factor in this equation.
Also if anyone knows what to do with regards to US tax withholding it's probably the publisher.
Your revenue is what you get from Steam in your account and it's already -30%.
youre not allowed to do this topic again until 2026
I hope these call in’s becomes a regular thing on your channel. Could you discuss the topic of game piracy and what can be done to help stop or at least slow down your game from being ripped off. Great stream and thanks for your hard work
I struggle with playing games myself. Making the game IS my, "GAME"🎮😭
Lol I can't game as much as I used to. Need to use that Time and focus for making art and studying.
I think that making a game is a lot about taking the best from games you liked playing...then you need a lot of fantasy to merge them all in your unique mechanics!
hello this video helps me! im Game Developer and i say what you say is true when you start making games think about the hook and about the loop and so on! im working also on severerel games! now im working on a heros shade because im a sonic fan i make a 2d jump and rund and because im a fan of 2d jump and runs and unerstand the topic of games i alredy have a loop and a hook! this video is great for learning to do something better and learn to make better games as a beginner
I love how he has the same face on his last 5 thumbnails 😂
good content thomas
Ngl I subscribed bro gg
I'm still working on the plot along with my hook. I have the idea but those two are very hard especially if I don't know what will be fun for me to play. I'm not thinking of everyone else at first. I have some skills already, but I'm not completely confident that my stuff will take off as even a demo this year. Still trying to hone the skills so that I don't get anyone thinking I'm not working on it.
3rd one seems life saving to me
I just got use to pillars and now your giving me hooks.
Hey congratulations 👏, I've seen this title, didn't know you were in on it, cool, cool. Yup the hook has to have some enticing bait.
Cheeky lil "Wishlist Twisted Tower" plug, I see you 😉😂
2:16 classic meatspin reference
3. Play similar games: that's what I'm doing. I'm in the making of my own 3D platformer game and I'm playing/trying a lot of platformer games lately to see how others have done it, and to get the feeling of the controls and mechanics and see what is working and what is not (at least for me). I'd like to put out a game that is fun to play.
Your insights align with using the design process:
- Empathize: Research user needs
- Define: State user needs and problems
- Ideate: Challenge assumptions and create ideas
- Prototype: Start to create solutions
- Test: Try out solutions
i just signed up!
I would take the offer if it meant you could keep whatever’s left of the 100k investment when the game is done. Steam already takes 30% of the revenue so you really “only” get 60% of the remaining 70%. Unless the game is doing super well it wouldn’t be enough to keep you going full time for long otherwise.
This is great advice! Amazing gems!
Umm, a hook and loop is a fastening system (i.e. Velcro...)... hehe I digress, thanks for the video! 🤭
About the part at 3:35 .... what if I don't like games that are in my "similar scope" ? Also, what if similar small games don't really exists ?
About the part at 9:01 ... what if it doesn't matter if the demo is just 10 minutes long or few hours because of the work and details it takes to make them would be almost the same ?
Btw, I think it would be also not bad to create an own website on which the demo or the final game can be downloaded. No one can tell if Steam will allow the demo or final game on their website, because of many reasons like the monetarisation or the content.
thx
Does your team work pro bono? If yes, what incentives do you offer them?
Scale is so important and underestimated. I imagine many gamers think a game looks weird, yet cannot explain why.. and a good chunk of those would have off scaling.
The Bite Me Games shoutout was quite the surprise! BMG x TB crossover soon?
Thanks for the helpful information! Can you give me advice on how to promote indie games on social media? For example, on Twitter, my posts get few views, and I don't understand why this is so?
1. I have 10 years experience living with my own startups and I also wouldn't give up such stake for 100k, but you can get funded in many ways so the point is strong
2. This channel is getting better and better
3. Subscribed.
I almost never play games. With 3 kids and a full time job it is feels nearly impossible to prioritize it over other game dev stuff like - development, socials, market research, etc. However, I know the playing games and studying their design is just as important as these other things. I gotta make this happen!
I’ve been watching game play more than playing it myself. 1. I don’t have to buy every game I see. 2. I can get the highlights. Maybe it’s not the same. But I’m like you, I don’t have time😅
I'm making a 2d metroidvania. I lost 2 months of dev time when Prince of Persia released. I was hooked but I got a good idea on what I needed playing this game. I am satisfied. But I will only watch gamelay on other similar games.
I think you missed the point, but that's the catch: playing games is actually the most valuable form of market research.
Make this switch, you're loosing a lot of time (my two cents, for what it's worth)
I have started my own channel. But it feels like another full time job. It is hard to balance my normal job, game dev, and youtube. I usually have to decrease 1 in order to handle another. Thomas, do you have any advice?
decreasing one to handle the other is the way to go, don't stress over it is the biggest tip. you can't do all 3 at once, expect to neglect one, just don't neglect it for too long
I'm struggling too lol! 😅
@nanopunkgames same struggle here.. I would suggest for the YT focus on shorts.. shorts bring in a lot of views and potentially build an audience for when you have the time to put together a full dev log vid.. 🤷♂️ that's what I'm going to start focusing on with my game dev channel
It’s a good video for what it is, but this feels like how to start game development…for your next project. Is there an iteration of this you could do that’s focused on how you would begin game development if you had to learn it from scratch?
Sir, that's 11 cents... or 6 I can't tell, BUT ITS MORE THAN 2!
I’ve just started getting into making my first game, I played around in unity for like the first 5 days just learning things and the past 2 days i’ve made a first person controller with animations and an attack and terrain, im trying to go for a basic poly dark and darker, but it seems like it’s a lot to bite off for my first week would I be better off learning something else or should i continue trying to add a health system / enemies.
for my ideal simple game to get under my portfolio i would like to have like inventory a main menu and the character to have a smooth attacking system against my enemy and I don’t know how achievable that is for me, I’ve been abusing chat got to fix my code while learning and it’s rough 😂
Haha, "Old man". Dude, you're what...30? Great information, and thank you as always!
im trying to make a scary game about a forest, any tips for a newbie?
I think that the 10 minutes polished demo tip doesnt work for all kind of games. It may work with adventures/platformers where you will spend 98% of your time on polish, graphics and level design.
I would never take a deal from a publisher, period. I don't want a third party telling my to add in monetization features, change creative designs because they are too risky, and have other undue leverage over my ideas because they have invested money into it. Publishers are why gaming has stagnated, none of them want to take risks and want you to maximize money generation. This is why we have mtx, battle passes, cash shops for in-game items, and now ads in games.
Developers need to start saying no.
Otherwise I fully agree with a lot of the other points in the video. Overall great advice.
Hey Thomas ,I love your first Idea of your game Father I hope you make it when you finish this, the one think i didn't like about father is the enemy I hope if you make it make the enemy look like wrong turn type enemy. I love the Story of Father so much I just remember it and force to type this comment cheers.
I'm not sure I understand the measurements point. I think I'm already doing this, which is by making a mockup scene where I design all of my assets, instead of designing them each in isolation. I've done this mistake in the past and it's caused assets to look much larger than the other assets I've designed. That's how I'm interpreting this point but I could be wrong.
Since you asked for recommendations ... If you're into game dev and not on the Pirate Software Discord, you're missing out.
1:09 Wilhelm scream
I love it how the final point basically took a crap on all the previous 9.
Wanna be a gamedev? Become a youtuber!
Thomas look i am not gonna lie i formed a bad opinion about your channel before because i felt like you were milking other people success but this video was amazing i loved it, Thank you
I would do it
Dear Thomas, I would like inquire about the potential consequences of losing focus .
What if you want to make a modern version of a game made when you were a kid? Specifically with online game play
I see first person who didn't mention Jira and Atlassian ecosystem. :D
bro theres no way you just did the reference I think you did at 2:12 XD
Yooo didn't expect to see you here
@@NasNas3214 Im always here, getting juiced on the big brushes amazing advise.
Me - Mom I don't know what to tell ya. Thomas told me to play games for the betterment of my future.
Mom - You haven't work on your game in a year -_-
lol
Great advice about standardized resolutions, if many, and a base on measurements for the variables on inputs/timings reactions, U.I., A.I., ect. I made this mistake first time completing a game when I first started. Why it doesn't exists 😂. This isn't too difficult, and most graphically based components are based on resolutions, while the other measurements are working with the logic, physics, emulation or simulation, ect. Which is good to decide atvthe beginning, not just for scalability, but not restricting implementation of features you may decide improve the hook, or loop. I found it helps to keep a sequel in mind, even if imaginary and never intended, but restricts you from making it not scalable.
Anyone have discords I should join for game dev?
I don't know what game is showcased in the video but it's too dark and feels undefined because of this.
What did the binary text say?🙃
man about playing games I still remember beating hollow knight and the ori series for the first time and it kinda made me sad knowing there's not really that many good metroidvanias (at least the ones I know) so I was like fuck it why not make one myself my real problem is trying to not directly copy off those games dx but we'll see eventually I guess
OMG BiteMe is featured here
Speaking of games can u finish urs I want to play so badly
Feels like I've seen this video a dozen times, just with different titles each time LMAO
The BiteMe games shout out is based lol
This isn't how to start game development. This is how to go into business of making a game designed first and foremost to make money for its stakeholders.
Game development is doing something you want because you want to and if people like it, great, and if the don't great. All you care is you made a game because that's the goal to being a successful game developer.
Love the energetic and borderline silly presentation style!
Hehehehe, "they love it, they love me, they worship me"
I would figure out hooks faster if platforms of investment like KickStarted would be available in my country..
I think that overcoming adversity is a much important aspect into making anything not (edit:even)*only a game that you have to deal with in order to become the best version of yourself!!!!!!!!!!
It's not available in my country too buddy!🥲
I would take the deal.
Hook and Loop is basically drug addiction. The reason why someone starts and why someone continues
BiteMe games do some great videos. It's been helpful.
Thanks! I try my best. -M
"With a team of 3 you can compress 3 years of work down to 1 year"
This really isn't true in practice. You might shave it down to 2 years, or maybe you can tackle incrementally more scope or higher quality, but 3x the people almost never nets out to 3x less time
Hi Thomas, thank you for this video and sharing your valuable experience !
We have tremendous difficulties to get a publisher. Not to reach them, on the contrary. We got into discussions with a lot of indie publishers out there, including big ones like Devolver. Even had numerous long business calls with a few of them. Problem is, while we get praised on our project for several aspects and people seem very hooked during the calls, it's always not "fitting their portfolio" in the end or the business executives think it's too niche apparently. We are kind of stuck, out of funds and out of people to reach at this point. I would gladly share with you our whole experience and try to see what could be done and improved in our peculiar situation. Is there a way to contact you if that would be of interest to you ?
Cheers.
Bro I just wanna make a mario clone😭
100K USD does not covers my development costs...
Then make a smaller game
If you as a solo dev plan on spending over 100k for a game. Start smaller
Would you consider taking on an unpaid intern?
We need a conversation between Thomas brush and brackeys
Why are some peole obsessed with publishersm what do they actually do? Recently Sony turned up with a really dumb idea for Hellduvers 2 and it took massive backlash to revert the requirement for PSN accounts which isnt even abailable in many countries.