Why Solo Developers Should Use Unreal

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  • čas přidán 27. 12. 2023
  • I chatted with @TwoStarGames to discuss why he used Unreal as a solo developer to create the smash hit Choo Choo Charles...
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Komentáře • 865

  • @thomasbrush
    @thomasbrush  Před 4 měsíci +80

    For the record guys, I'm sticking with Unity! But it's good to know the reasons why Unreal can be used as well!
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    • @fuseboxjackson2789
      @fuseboxjackson2789 Před 4 měsíci +1

      this is 100% random, watch the indie show bigtop burger made by worthikids DO IT!

    • @Nullscr1pt
      @Nullscr1pt Před 4 měsíci +9

      you add in a bunch of 3rd party addons to unity and its pretty darn close to unreal.. especially for a solo dev. with Unity 6 when they fix alot of the issues with performance with the meshes, it will be even closer... at the end of the day, its not "Unity" thats stopping you from making money, (like being on Unreal would fix it). its your own effort / talent / skill, you can make a good game on both platforms...

    • @BadBanana
      @BadBanana Před 4 měsíci +4

      Agreed.
      I'm always telling people there's hundreds of ways to code a simple movement controller
      No one developer does it the same way.
      So go learn your way and save it as a script or blueprint and keep updating it as you learn
      Eventually you'll have a game you can import and reskin and resell

    • @NoiseFr3ak
      @NoiseFr3ak Před 4 měsíci +8

      Id say that purely for 2D the best thing to go with would be Godot

    • @embrex104
      @embrex104 Před 4 měsíci

      Hey, I wanted to know your thoughts on Godot too? Seems like an up and comer.

  • @onethousandxp
    @onethousandxp Před 3 měsíci +310

    Bro really doesn't want what's behind that door to get out.

    • @nikdudnik
      @nikdudnik Před měsícem +11

      He's keeping his darker side in there. 🤣

    • @Allibie
      @Allibie Před měsícem +19

      Thats wherre he keeps the people that say "thats impossible to do in blueprint"

  • @revalreval
    @revalreval Před 4 měsíci +480

    Did anyone notice how many locks Gavin has on the door?

    • @prestonwoolsey2488
      @prestonwoolsey2488 Před 4 měsíci +20

      Yeah wtf?

    • @Paul0880
      @Paul0880 Před 4 měsíci +26

      Meant to be a joke from the Dev logs, but it wasn't funny from the start tbh.

    • @Ab19647
      @Ab19647 Před 4 měsíci +39

      First thing I noticed. It’s like someone is out to get him. Probably the folks at Unity. Their decision making hasn’t been the best of late… 😅

    • @Ceej16
      @Ceej16 Před 4 měsíci +14

      yeah i think charles is after him

    • @YVZSTUDIOS
      @YVZSTUDIOS Před 4 měsíci +9

      I thought it was a Silent Hill 4: The Room reference 😅

  • @capitanhotcake1378
    @capitanhotcake1378 Před 4 měsíci +326

    6:14 "You can make a game wrong and it be profitable"
    AAA games: Yes

    • @SlumpogMillionaire
      @SlumpogMillionaire Před 4 měsíci +18

      EA liked that.

    • @dtracers
      @dtracers Před 4 měsíci +1

      making a game wrong only matters when you need to fix a bug or it is a live service.
      if you dont touch it after release who cares what it looks like

    • @cibularas3485
      @cibularas3485 Před 2 měsíci +1

      FIFA: YES

    • @Ezfar1995
      @Ezfar1995 Před měsícem

      Ubiaoft: **coughs** **leaves**

  • @ChipboardDev
    @ChipboardDev Před 4 měsíci +434

    As a struggling indie dev, I like how you mention that there's a million ways to do something, and that even though you're making it "wrong", if it works, then it works. The end user doesn't care as long as they're not lagging or suffering.
    Edit: this is getting misconstrued as supporting bad practice in programming, but that's not what I'm talking about. All I'm saying is that it's ok to not be 100% conventional all of the time as long as you're doing so responsibly.

    • @Quixoticrow
      @Quixoticrow Před 4 měsíci +51

      Bethesda built an empire on borked games. As long as the player is satisfied the game is good.

    • @ZayJayPlays
      @ZayJayPlays Před 4 měsíci +29

      Totally agree. While making my game (real small, nothing crazy), I kept thinking "Am I making this the most efficient way?"
      And then I thought "No. But they don't know that."

    • @TheXev
      @TheXev Před 3 měsíci +2

      Undertale is the best example I can think of for this.

    • @1337Jogi
      @1337Jogi Před 3 měsíci +7

      Just stick to the trusted and true phrase: "If its stupid but it works it ain't stupid."
      Obviously if you do somtheing differently than everybody recommends and it does not work you have every right to be called stupid.....

    • @abc-yg6tk
      @abc-yg6tk Před 3 měsíci +3

      @@Quixoticrow Excuse me, I am not satisfied with Starfield or Bethesda games since Skyrim.

  • @CoffeeAI201
    @CoffeeAI201 Před 4 měsíci +61

    2:53 that door behind him tho… Gavin knows/has seen things he shouldn’t…

    • @ronnmozz
      @ronnmozz Před 4 měsíci +7

      was wondering why no one was mentioning that lol

    • @Novanimator
      @Novanimator Před 4 měsíci +3

      The real chochoo charles😢

  • @soundhunter846
    @soundhunter846 Před 4 měsíci +129

    Gavens "wrong" way of texturing is not as wrong as it seems. He did something quite similar to trimsheets, which are commonly used by AAA studios for texturing models like buildings etc.

    • @lhmsc
      @lhmsc Před 4 měsíci +16

      Exactly, if you're using trim sheets or tileable textures it's common to adapt the UV to the texture since the texture is reusable across many models.

    • @SirRebonack
      @SirRebonack Před 4 měsíci +12

      Agreed, this is a totally valid workflow. Uniquely unwrapping and texturing every prop in a game causes texture memory issues more than trimsheet workflows. Which is why I personally prefer the latter.

    • @atch300
      @atch300 Před 2 měsíci

      Yeah idk why this guy thought it was ridiculous. Vfx artists do that all day everyday for photogrammetry.

  • @SSLCKtv
    @SSLCKtv Před 4 měsíci +66

    Bro has 40 locks on his door behind him LMFAO what the heck

    • @BraveAbandon
      @BraveAbandon Před 28 dny

      its the door to his haunted basement lmao

  • @colonelb
    @colonelb Před 4 měsíci +369

    On the gaming front I too have found that blueprints can do pretty much everything, maybe like 95%-99% of all the things you care about with that last small part being only relevant for complex things you may not even care about in an indie game. The separation from blueprint and C++ is really meant for larger studios where you'd have a few senior coders that write all the core gameplay logic in C++ and then let the level designers and artists consume that in blueprint, so that there is a separation of workflows based on department and skillset, but as a solo or even a small team that's not really important anyway.
    And regarding the "you can make it wrong and still be profitable" applies to not just games but all software. I'm a programmer w/ over 25+ years experience and work on HR software and I swear to god if folks saw the code that powered their online banking and 401Ks they'd keep their money in a shoebox, lol

    • @joantonio6331
      @joantonio6331 Před 4 měsíci +21

      Trust me, there are many things you can not do with blueprint, this is why I switched my project from blueprint to C++ because I saw the limitations

    • @Helthurian
      @Helthurian Před 4 měsíci +35

      Many will say something can't be done just because they couldn't figure out a way to do it. That's kind of the beautiful thing about programming something so crazy complex like video games.

    • @protophase
      @protophase Před 4 měsíci

      @@joantonio6331Such as?

    • @joantonio6331
      @joantonio6331 Před 4 měsíci +16

      @@Helthurian this comment show that you have not made a game more complex than the average... Try to program mass AI just with blueprint, program the processor, the mass processor. Once your project become more complex than the average, you will see the limitations of blueprint

    • @davidcauchi
      @davidcauchi Před 4 měsíci +16

      Disagree entirely as comments like this will 100% drag new devs into dev hell. Being able to hop in a debugger and trace the game flow from entry to shutdown is so powerful. Sadly blueprints can only scale so far before you enter a stage of dependency issues and bouncing between many blueprints causing confusion.
      blueprints should fill the gap between logic and visuals. I tend to write systems like pickups in C++ and expose events for designers to hook into and script logic on top. Even if solo I still do this because, at the end of the day, debugging is king and blueprints cannot beat C++.

  • @DeathCloudGames
    @DeathCloudGames Před 4 měsíci +97

    1000% agree on the gatekeeping "what's right/wrong" discussion!

    • @douknow57
      @douknow57 Před 4 měsíci +6

      You see it all over these comments LOL

    • @Raecast
      @Raecast Před 4 měsíci +3

      which is then followed by them gatekeeping how to texture things. hilarious

    • @user-og6hl6lv7p
      @user-og6hl6lv7p Před 3 měsíci +1

      Nope. There are objective rights and wrongs. People who say so otherwise have no clue what they're doing and get offended by their lack of skill. Please stay out of programming if you are this type of person.

    • @PanSkrzynka_
      @PanSkrzynka_ Před 3 měsíci

      @@user-og6hl6lv7p But usualy in programing thare are multiple ways of doing it right, and oblivious ways to do things wrong.
      From my experience its always some kind of trade. You trade your solution between optimalization, code acces, readability, modularity etc.
      Most of the time you dont have data to choose right solution, and end up guessing.
      In industry as chaotic as gamedev best solutions rarely exist.

  • @Helthurian
    @Helthurian Před 4 měsíci +51

    I love blueprints. It's the only reason I started game dev because raw code never clicked with me. The cool thing is too, I now can read raw code better because of my use of blueprints since the terminology is similar. Glad to see yet another successful dev call out gatekeeping.

    • @azzaamnasir5819
      @azzaamnasir5819 Před 4 měsíci +12

      This is how I learnt coding for the first time. Learnt gamemaker visual scripting, which slowly turned into coding and now I code. Honestly, I would actually recommend some people who are intimidated by coding to start with visual scripting.

    • @zoiskiee28
      @zoiskiee28 Před 3 měsíci

      @@azzaamnasir5819 Yep. Started with Game Maker Visual blocks, learned some GML, got a hang of the foundations. Started learning Java and a lot seemed very familiar! Now learning intermediate level Java, and my goal is to become advanced and start C++ by the end of 2024. COME ON GUYS, GET A TASTE OF CODE, there's so many opportunities out there! I'm struggling a bit but we gotta push forward; no turning back when we already started.

  • @gnoel5722
    @gnoel5722 Před 4 měsíci +7

    Wow what a great interview! I could listen to you 2 talk for 3 hours... As a guy who has zero background in game developing and is currently learning UE5, I am so happy to hear that I can do everything in blueprint and C++ is not necessary.

  • @theonesantiago
    @theonesantiago Před 4 měsíci +19

    My guy Gavin never plans on leaving his house ever again. 😅True dev.

  • @hamzahgamedev
    @hamzahgamedev Před 4 měsíci +76

    As a Solo Developer myself who is working on a massive open world farming game, I am sticking with Unity for now, but I do have second thoughts for switching to Unreal after this project mainly because there are a few bottlenecks that I have encountered in Unity... Although Unity has been my bread earner from almost a decade now so it feels like i am doing unfair with the software. Lets see what the future holds.! 🤞

    • @dreamcatforgotten8435
      @dreamcatforgotten8435 Před 4 měsíci +7

      What bottlenecks, specifically?
      Have you considered DOTS (ECS, Jobs and/or Burst Systems?)

    • @gfujigo
      @gfujigo Před 4 měsíci +4

      I have decided to use both Unity and Unreal. I am now learning Unreal Engine.

    • @hamzahgamedev
      @hamzahgamedev Před 4 měsíci +3

      @@dreamcatforgotten8435 there are a few limitations with post processing when i am using multiple cameras and there’s no in built LOD system like in unreal. Although Unity is a BEAST when it comes to mobile and 2D. But for 3D it is sometimes giving me a haard time 😅

    • @dreamcatforgotten8435
      @dreamcatforgotten8435 Před 4 měsíci +2

      @@hamzahgamedev A guy named Chris Kahler(sp) is working on something called Nano Tech for Unity, which will basically be a Nanite-like solution for Unity. I think he plans on selling it as an Asset for 100-200, or so. I'm looking forward to it.
      As for the Post Processing, I don't have a solution since I typically avoid that kind of stuff unless absolutely necessary.

    • @hamzahgamedev
      @hamzahgamedev Před 4 měsíci +1

      @@dreamcatforgotten8435 hmm, i know him from his cloth physics asset. Didn’t knew anything about nanite, i will definitely give it a look. Thank you 🙏

  • @ericb6048
    @ericb6048 Před 4 měsíci +64

    wtf is with his door ?

    • @MatiasFatias
      @MatiasFatias Před 28 dny +9

      I think cho cho Charles is on the other side

    • @nge_headshot_2097
      @nge_headshot_2097 Před 13 dny +2

      @@MatiasFatiasnot gonna say it IS the meths but deff not gonna say it ISN’T the meths either 😂💀

    • @btark91
      @btark91 Před 8 dny +3

      It's probably a joke. He is a horror game dev, I'd be surprised if he didn't pull something like that.

    • @foofofdeath
      @foofofdeath Před 6 dny +4

      He’s keeping the IRS out of his room 😂

  • @qwelty3202
    @qwelty3202 Před 4 měsíci +10

    what da hell is in his door

  • @IdealIdleIncremental
    @IdealIdleIncremental Před 4 měsíci +369

    Using Unreal Engine is a good idea, but only if you are making a 3D game. If you are making a 2D game, working in Unreal Engine might feel like fighting windmills. Unity is much more universal in this case.

    • @WesleyVanroose
      @WesleyVanroose Před 4 měsíci +1

      Not really, you can use paper 2D plugin for making 2D games czcams.com/video/TBpbGaEERI0/video.html

    • @KhroMcKrakken
      @KhroMcKrakken Před 4 měsíci +1

      I wouldn't say this. I'd say Unreal out of the box is not 2D friendly. But there is a free plugin on the marketplace called Paper ZD that makes it more 2D friendly, and some tutorials on it around. That said, it's better for 2.5D games like Octopath Traveler. In fact, Gavin himself made a 2.5D game before Choo Choo Charles called My Paper Smile.
      I just want to be careful about scaring people away from Unreal engine just because they want to do 2D. It's possible, and there are resources for it. But yes, Unity is better made for 2D games and has more resources.
      But if you want to make a game, and regular coding is scary, you can do it with Unreal. It will just be a little challenging.
      Personally, I'd love to see more 2D games with Unreal so that Epic learns there's a market for it, and to build better tools for it.

    • @RockyMulletGamedev
      @RockyMulletGamedev Před 4 měsíci +39

      It still works, an engine is more than it's graphics. Making 2D in Unreal still allows you to use everything else that doesnt relate to 2D/3D.

    • @Generalsiris
      @Generalsiris Před 4 měsíci +9

      Wasn’t there a plugin for 2d in unreal?

    • @AL-lh2ht
      @AL-lh2ht Před 4 měsíci +37

      Or Godot and gamemaker.

  • @peevee5588
    @peevee5588 Před 4 měsíci +5

    Actually Gavin’s way of texturing was a very legit way back in the day when you had a very limited texture budget. In the ps2 area that technique was a super effective way of ensuring your texture budget didn’t blow up.. and made it easy for models to share textures.

  • @thewhyyyguy6274
    @thewhyyyguy6274 Před 3 měsíci +6

    I’m a new solo game dev using ue5. Started about a week ago. Already have a player controller, basic hit detection and combat animations for the player. I have a map and new sky boxes. I also just got the beginnings of some NPCs working. And this is just within a week starting with zero prior knowledge. It’s easy to learn if you are willing to fix something 200times before it works the right way!

    • @twdmoments-zd2qx
      @twdmoments-zd2qx Před 3 měsíci

      How you doin now its been almost 3 weeks

    • @thewhyyyguy6274
      @thewhyyyguy6274 Před 3 měsíci +4

      @@twdmoments-zd2qx good. Things have been slow bc I started college again but I’m still working on it. I have basic npcs now and a health system. I’m working on the combat and damage system rn. The game will never release for money it’s just a fun thing for me to work on but if I ever post it for free I will post here and lyk!

    • @twdmoments-zd2qx
      @twdmoments-zd2qx Před 3 měsíci

      @@thewhyyyguy6274 thats pretty nice bro what kind lf game you are creating?

    • @thewhyyyguy6274
      @thewhyyyguy6274 Před 3 měsíci +3

      @@twdmoments-zd2qx it’s like a third person action adventure game. I’m focusing heavily on getting the game mechanics and hard code to be as good as possible because I really start to nail down the more in depth game design

    • @twdmoments-zd2qx
      @twdmoments-zd2qx Před 3 měsíci

      @@thewhyyyguy6274 thats nice update me

  • @oncgm
    @oncgm Před 4 měsíci +4

    This is a perfect example on why you should work on having you game out there and not stress too much on making it in the perfect way and worrying about the small stuff.
    Learn from the project and do it better on the next one, as this perfectly exemplifies that you can be successful while doing things in a less than optimal way.
    Thanks for the wisdom, great video!

  • @THExRISER
    @THExRISER Před 4 měsíci +8

    Already doing it.
    Been using Unreal for a month now, never going back to Unity.

    • @twdmoments-zd2qx
      @twdmoments-zd2qx Před 3 měsíci +1

      Is it unreal lot better i kind think to go to unreal

    • @THExRISER
      @THExRISER Před 3 měsíci +1

      @@twdmoments-zd2qx For me it's a lot better, blueprints make it so much easier to code, and Unreal was easier to learn personally.

  • @codepeas
    @codepeas Před 4 měsíci +24

    I work as a Senior Tech Artist in the automotive industry and I couldn't agree more. Indie games can entirely be made with Blueprints. In the automotive field there is much to be done by C++ Programmers as they want very specific 3D pipeline related stuff or strange stuff like tracking a cars position to kind of make a Mario Kart VR thingy with realy driving cars but anything that goes into the region of games, we just use Blueprints.

  • @shadowlordalpha
    @shadowlordalpha Před 4 měsíci +11

    I mean, if it boils down to programming there is basically just a bunch of different ways to do the same thing. The thing that matters is what the side effects are of doing it the way you did as some are faster, some are easier to read, some merge in with other code better. and so on and so on

  • @AsheLucia
    @AsheLucia Před 4 měsíci +20

    "you can make it wrong and still be profitable" - This applies to everything in life. I'm a writer and artist, learning to do game dev and I have to say you can write things poorly, you draw things badly, you code things horribly and people will still love it. It doesn't matter. All that matters is your game resonates with the player. All it needs to do is generate some sort of emotional response. If you have done that, people will buy and play your game, regardless of how bad your art, music, writing, code, etc is.

  • @rekware9320
    @rekware9320 Před 4 měsíci +9

    Agreed on the blueprint stigma. I develop in blueprint and really enjoy its flow, and generally havent been limited by it at all yet. Theres always a way.

    • @ShamerGamerJM
      @ShamerGamerJM Před 4 měsíci

      yeah i've started working in unreal at work recently and yeah the majority of the work we're doing is still in blueprints even though we are working on a AA game. THe main things that are in c++ is the networking stuff and the GAS system or just simple base classes to be used as the base for blueprints, which if needed should be simple enough to learn

    • @rekware9320
      @rekware9320 Před 4 měsíci

      @@ShamerGamerJM I have heard that regarding replication.

    • @tanura5830
      @tanura5830 Před 4 dny

      Keep coping nothing beats programming

  • @daniel_wust
    @daniel_wust Před 4 měsíci

    Thanks for make this video (both)!

  • @piratemin_vr
    @piratemin_vr Před 4 měsíci

    A great interview. I've been a Unity dev professionally for a while now and I feel like if there's something I want to do, I can do it if I focus enough, so this year my new years resolution is to learn UE. I'm intimidated but interviews like this make me feel much more confident about it.

  • @HailSkroob12345
    @HailSkroob12345 Před 4 měsíci

    This was the right video at the right time, for me. Super encouraging. Thank you

  • @andreww2208
    @andreww2208 Před 4 měsíci +11

    5:42 Thomas is right, you should listen to the people who've done it.
    Hundreds of developers have used C++ to build their games in Unreal. *Gavin* is actually the special one, capable of doing it all in Blueprint. I very rarely see people in the forums stating that x/y/z can't be done in blueprints. Though, whenever someone asks about building a multiplayer game, the answer is inevitably going to involve C++.

    • @ShadoFXPerino
      @ShadoFXPerino Před 4 měsíci

      I wouldn't say that, C++ network coding is not very safe. Mess things up and you can end up putting in a memory error, and all of a sudden hackers are installing ransomware on your customer's PCs using your matchmaking system. C# is safer, and better suited for networking, since the signal is traveling through kilometers of wire, the small performance benefits of C++ don't really contribute significantly.

    • @GC-jm9bt
      @GC-jm9bt Před 4 měsíci

      ​@@ShadoFXPerinowhat are you talking about?

    • @indiecore-2022
      @indiecore-2022 Před 4 měsíci

      ​@@ShadoFXPerinolol bro, the biggest most successful games ever made are in C++. Also hackers can get into any network and alter client experiences via mods and ransomware. The language the game was written in even for the backend code has nothing to do with the security, it all comes down to the failsafes created by the developers to encrypt client connections to the servers and confuse anybody who is trying to breach the network.

    • @indiecore-2022
      @indiecore-2022 Před 4 měsíci +1

      ​@@ShadoFXPerinoalso a signal traveling through kilometers of wires is safer than what? Signals traveling through wires can be intercepted physically, that's why they twist the metal strands inside the casing of ethernet cables so people can't get clear data from them

  • @gamawoodev
    @gamawoodev Před 4 měsíci

    Thanks for sharing your experience, instructive as always ! just do it is the best advice ,still please tell also about best practices as they are always time savers !

  • @ayo4911
    @ayo4911 Před měsícem

    great advices, totally fell in love with that podcast format, that is all i needed.
    "making progress" is the key here, there is no smart or talented, it is just matter of focus and dedication.
    as a software engineer i don't like working with blueprints, even if i'm doing it, probably because it feels less controllable. but i definetly see how powerfull they are, and i totally agree with what Gavin said.

  • @bluebukkitdev8069
    @bluebukkitdev8069 Před 3 měsíci +3

    Gavin's door looks like he's anticipating Choo Choo Charles.

  • @wilpuriarts5895
    @wilpuriarts5895 Před 4 měsíci +2

    Great stuff about gatekeeping. The amount of things I’ve done where people have said ”you can’t do it”. People really need to understand how filled the internet is with people who try to drag you down or make you discouraged.

  • @RockyMulletGamedev
    @RockyMulletGamedev Před 4 měsíci +26

    I use about 75% C++ and 25% blueprint and that's mostly because for me C++ is easy, generally easier to make something complicated like a full on system, AI or a playable character, but I also love using blueprint for anything simple like triggering an event, changing music, sound effect and I do all my UI stuff in blueprint, cause for UI is definitely better than C++. Sometimes I even take a peek in the code of a blueprint node to know how to do something in C++.
    I definitely wont gatekeep on it. As Thomas mentioned, there's always people telling you that what you are doing is wrong and they know THE ONLY RIGHT WAY, but the truth is: there is no right and wrong way, there's only something that works and something that doesn't. The players don't care, they just want a game they enjoy.

    • @narmjep5674
      @narmjep5674 Před 4 měsíci +2

      Hi, I am considering creating my next project in UE5. The only thing that kept me from UE for now was blueprints. I like writing code. I also know how to code in C++. However since I discovered shader graphs in Unity,I have to admit that visual scripting can be very efficient. That being said I still don't want to rely 100% on blueprints, as this guy did. May I ask how you deal with looking up stuff for UE, because most of the time, the tutorials are for blueprints?

    • @RockyMulletGamedev
      @RockyMulletGamedev Před 4 měsíci

      @@narmjep5674 Like I said up there, I do the majority of the coding in C++ and pretty much everything can be done in both C++ and blueprint. I generally chose based on how easy it is to do it one way or the other. I use blueprint generally when it involves a lot of reference to specific assets / objects, so generally to trigger level design events, sound or UI, since they are specific things and not systems. And C++ when it involves a lot of code, with states, variables and specially when it involves a lot of mathematics.
      I had experience with other engines and with C++ prior using Unreal. So I first bough a Udemy "C++ in Unreal" course and followed a portion of it until I knew the basics. Then I... often just look at the code really. It's an option when you install Unreal that I STRONGLY suggest doing if you plan on doing any C++: download Unreal's source code as well, way easier to debug and you can just look the code to see what exists.
      Also since 99% of the code can be done either in C++ or blueprint, following a blueprint tutorial will still teach you what to do. You can right click on blueprint nodes and open the C++ code directly from the node, so you can see what's the code under the hood to know how to do it in C++. Blueprint is not some black magic shenanigan, it's just visual scripting calling a C++ function. With the source code, you can just look at said C++ code.
      People bash Unreal's documentation and in good part because... it's autogenerated from comments in the code, BUT it also means that the doc is basically directly in the code. I often just wander in header files, searching for what I want.

    • @janlucsaneaux1915
      @janlucsaneaux1915 Před 4 měsíci

      ​@@narmjep5674 A lot of the functions share the same names so a good way to get started with that would be to transfer an existing Blueprint class to C++. I think there's a mini class on it in the Epic learning services or it might be on CZcams.

    • @alienrenders
      @alienrenders Před 4 měsíci

      @@narmjep5674 Shaders are materials. They have their own set of nodes for their blueprints. But you can write custom expressions or even full HLSL code with a plugin if you want. Very flexible. As for general blueprint use, you can and should always have a blueprint even if it's empty. I create a C++ base class and parent the Blueprint to it. So the Blueprint can have access to everything available in C++. There's a menu to create these C++ classes for you (and any unreal C++ class really). Going the other way is usually done by defining a function in C++, but implemented in the Blueprint. This lets you call BP functions from C++.
      What I often do is prototype in a blueprint. And if it's good or starts to get too unwieldy, I just write a function in C++ that the blueprint can call if necessary.
      Inheritance is BP->My C++ class->Engine base class.
      You can reparent a BP anytime. So you can create a blueprint first and add a C++ base class later if you need/want C++.
      To look stuff up, there's online docs and the UE forums are great if you ask your question clearly with enough information. There are people at all hours of the day just waiting to help people. There is also discord if you need more immediate help, but you need to be a bit persistent.
      If you go with Unreal, first thing to learn is what is an actor and a component. You can't use Unreal if you don't know what those two things are in Unreal. They're simple, but you need to make sure you know them. Then learn the difference between Actor, Pawn and Character. There's a running joke that when you find out, please let us know :) There is a difference, but some parts aren't always clear.

  • @andrewshandle
    @andrewshandle Před 4 měsíci +32

    The number one reason most people say to use C++ over BPs is the claim that BP is slower. While that may be true, it's also a premature optimization thing, and in most cases the what actually slows a game down has nothing to do with the BP anyway, it's the objects in a scene or lighting. C++ isn't fixing that.
    But it's still the default answer for most people, and they just can't find a way to get off it.

    • @Helthurian
      @Helthurian Před 4 měsíci +3

      ​@@evvveeeeeeeeYeah and to the point made in the video most indie devs won't be making something so complex where C++ is going to make a huge difference compared to other optimization.

    • @evvveeeeeeee
      @evvveeeeeeee Před 4 měsíci +2

      @@Helthurian I think the point more was “understand the line drawn on what C++ benefits you have and what benefits BP have”

    • @Helthurian
      @Helthurian Před 4 měsíci

      @@evvveeeeeeee I meant Thomas's interview. I could have worded that better. :)

    • @yagamilight08
      @yagamilight08 Před měsícem

      I always had this notion that while u could do most of the things in blueprints it might not be as optimised as raw code so I thought that for higher level of optimisation Devs would still go to c++

  • @bike_n_fish
    @bike_n_fish Před 4 měsíci

    "pick something and move forward" that the kind of thing you should always have in mind in any situations

  • @Scorbutic
    @Scorbutic Před 4 měsíci

    Great video. Appreciate you posting this.

  • @TheMikirog
    @TheMikirog Před 4 měsíci +6

    More on Unreal seeming complex: there is a lot of systems in it that facilitate creation of big games with fancy graphics with good performance.
    Stuff like texture streaming, TAA/TSR settings, HLODs, PSO caching are all optional and not required.
    If you're making a small game by yourself, you won't need to touch most of those systems. Default settings for most systems are fine for vast majority of cases. For a beginner, Blueprints and Material basics is all you need to get something running and that's already going to be a huge step towards a finished project!

  • @The3DSphinx
    @The3DSphinx Před 4 měsíci +12

    Unreal had been a real beast for me and at this moment I am more focused on the filmaking aspect. But want to do game dev eventually. Very interesting talking points but the barricaded door kept catching my attention 😅.

    • @jtms1200
      @jtms1200 Před 4 měsíci +2

      right? what's up with that?

    • @The3DSphinx
      @The3DSphinx Před 4 měsíci

      @@jtms1200 I was waiting for something to burst through.

    • @TheRealMovieNerds
      @TheRealMovieNerds Před 4 měsíci

      I love that door!!

    • @michalparkola
      @michalparkola Před 4 měsíci

      Yeah, video about the door pls :)

  • @jasonabc
    @jasonabc Před 3 měsíci

    Beautiful work dude so talented and congrats on releasing the game

  • @irql2
    @irql2 Před 4 měsíci +41

    The attitude is a whole vibe. I love how you're encouraging people to get away from whatever the cult is saying and just focus on progress. Did you move forward? You did! Great, keep moving, the learning comes for free during the ride.

    • @gfujigo
      @gfujigo Před 4 měsíci +1

      Amen! So true

    • @user-og6hl6lv7p
      @user-og6hl6lv7p Před 3 měsíci

      "As long as you feel good, you're program can't possibly be slow!"
      Massive, massive, massive cope right there.

  • @wormmworks9645
    @wormmworks9645 Před 4 měsíci

    I love this video keep slaying lads one day at a time!!

  • @javiercolinacatalurda9644
    @javiercolinacatalurda9644 Před 4 měsíci +1

    omg the door in the back!

  • @HE360_Games
    @HE360_Games Před 4 měsíci +28

    I would love to have used Unreal Engine. But that Engine is so massive. It takes several gigabytes and sort of clogs my computer up. I even asked the Unreal Engine developers to make a condensed version of their engine and they said that they might do it. As of now, I use Godot which takes up megabytes instead of gigabytes. Thus, as of now, Godot has less strain on my computer.

    • @absentspaghetti4527
      @absentspaghetti4527 Před 4 měsíci +1

      Godot's also better for 2D. The problem is with it's 3D pipeline though (and I'm saying it as an avid fan of the engine). Godot's 3D is.. lacking? As of now, it doesn't even offer a good real time global illumination solution. I'm probably bad at optimization, but Godot doesn't seem suited for big, open world games, like Gavin here was making. The lack of a marketplace/asset store that's deeply integrated into the engine doesn't help. Yeah there's the asset browser, but it lack the potential of something like Unreal's marketplace
      Unreal Engine is also just really pretty

    • @containedhurricane
      @containedhurricane Před 4 měsíci

      Unfortunately, we'll never be able to make a massive game like V Rising with Godot, because it doesn't have DOTS technology. But it's very lightweight for mobile and 2D games

    • @megac0ffee
      @megac0ffee Před 4 měsíci +1

      @@absentspaghetti4527 Don't they have VoxelGI and SDFGI? Do they both suck?

    • @mattseaton5832
      @mattseaton5832 Před 4 měsíci +1

      ​@@megac0ffeeno they are fine. Godot has some rough edges but gi is not one of them imo

  • @nikdudnik
    @nikdudnik Před měsícem

    I wasn't expecting anything and got the best indie game dev motivational video ever! 🙏

  • @YVZSTUDIOS
    @YVZSTUDIOS Před 4 měsíci

    I actually really liked this video!!! More vids like this would be epic 🤩

  • @DarkBelow-nw6tg
    @DarkBelow-nw6tg Před 3 měsíci +1

    6:45 Lixian: As long as it works, that's what matters

  • @cwilliams4753
    @cwilliams4753 Před 3 měsíci

    Definitely needed to see this

  • @pabletoday9782
    @pabletoday9782 Před 4 měsíci

    This was a freaking good and informative video

  • @slbmd-dupont1610
    @slbmd-dupont1610 Před měsícem

    If I had to take one thing I learned from this video is to always do things that u feel comfortable doing it in even if others think it’s wrong if it works for u keep doing that and find ways to improve that method because who knows maybe eventually it will become the best method

  • @ResonanceRebirth
    @ResonanceRebirth Před 4 měsíci

    You're great. I've been facing the issue of everyone saying "you can't do that in blueprint" too, and I've always been able to achieve the thing at the end of the day. WISE WORDS!

  • @Josh_Alfaro
    @Josh_Alfaro Před 2 měsíci +3

    Bro really charging $1000 for a course? Cmon man..

  • @cesarsfalcao
    @cesarsfalcao Před 4 měsíci

    Great video, very useful info!

  • @martinsvanda5874
    @martinsvanda5874 Před 4 měsíci +1

    Thank you !!!! Thank you very much .... I wasnt born in english speaking country( I think that my biggest problem), and allready 2 years im working on my game in UE5. And I ALLWAYS come to situacion where all peoples on all chats and forums saying its imposible just with blueprint or just with blender or just with free assets and than all tutorials are to much complex with not good results .... and ALLWAYS I just stacked for couple months until i find way how to make this or that ( first half year with blender was for me really pain ) . And this ten minutes with someone who allready made something gave me more than last 100 hours of tutorials !!!! THANK YOU VERY MUCH BOTH !!!!

    • @twdmoments-zd2qx
      @twdmoments-zd2qx Před 3 měsíci

      Whay game you making bro?😀

    • @martinsvanda5874
      @martinsvanda5874 Před 3 měsíci

      @@twdmoments-zd2qx Souls-like Rough-like Survival Game...... its sound like something hard but principiel its really simple game style

    • @twdmoments-zd2qx
      @twdmoments-zd2qx Před 3 měsíci

      @@martinsvanda5874 thats nice keep me updating bro i will play this

  • @kaikun2236
    @kaikun2236 Před 3 měsíci +2

    Spline meshes are awesome. Also why does his door have so many locks 👀

  • @dogepotatogamedev
    @dogepotatogamedev Před 3 měsíci

    This was really neat - I’m likely reading into it too much but I feel passive aggressive vibes from you on him using assets lol 😂

  • @vesogry
    @vesogry Před 4 měsíci +1

    6:11 - Now, I noticed his door.

  • @moderncreep9385
    @moderncreep9385 Před 4 měsíci +1

    Literally the same thing with audio engineering. I started self teaching 4 years ago and just recently got to a point where I can make a jump doing it full-time. And that whole journey consisted of me listening to only a few people who actually do it full-time while filtering out all the others who think they know what they’re talking about but don’t actually do it. Lately, I’ve been debating game development too since games are another passion of mine. I feel like this would be a good time to get in since AAA companies seem to be pissing off a lot of people.

  • @kaingagame4351
    @kaingagame4351 Před 4 měsíci

    8:25 "That's the most ridiculous way I've hear of actually painting a model"
    He's talking about my exact process as well haha!

  • @Tomasuu1
    @Tomasuu1 Před měsícem

    I am currently developing a game on my own using unreal engine (video on my channel) and this was very inspirational thank you!

  • @ReneSteenNielsen
    @ReneSteenNielsen Před 4 měsíci

    2:35 "Are you uniquely suited to ..."
    Looks at his door ............... unique for sure!

  • @TitancanFall
    @TitancanFall Před 20 dny

    to be fair the way gavin is doing it is a technique called trim sheets. it is very useful for level designs and texturing larger assets. i would 100% recommend people learn how to texture assets like that.

  • @SimpleDeveloperOfficial
    @SimpleDeveloperOfficial Před měsícem

    As a small indie game dev, my moto i always go by when programming something is I don't care how I do it, if it works, it works. Really enjoyed this video, it gives a lot of good information about how Unreal works and its Blueprints system.

  • @sinistrity
    @sinistrity Před 4 měsíci +1

    blueprints are fine as long as the functions and events are short and tidy to keep track of, anything that is way too complex with 100s of nodes connected in multiple branches, only then becomes a problem down the road, since its hard to keep track of while fixing/adjusting or removing bugs, that's where c++ comes in handy in both performance gain (slight) and easier to track the code, i've done development in both so I m a bit familiar with it, that said, for indie blueprints are the way to go for pumping out games faster cause the market is tough

  • @Nightoyl
    @Nightoyl Před 4 měsíci

    It encouraged me 😂 that sure is funny and it seems easy. ty

  • @lmeier48
    @lmeier48 Před 3 měsíci

    Is a inspiration man, i will try to make my own game in Unreal , starting now!!!

  • @hound_of_justice
    @hound_of_justice Před 4 měsíci +1

    Installed Unreal days ago, my gamedev journey just started :D I also practice to be 2D and especially 3D generalist so i do my assets, animations and co. as well. And yes, C++ is my first language to actually learn as well so good luck to me lol. I might have got my brother as a partner tho but this will be seen in 1,5-2 months. Let the party begin ;)

  • @curlison84
    @curlison84 Před 4 měsíci

    Omg how he does his texting using Blender and Gimp, is exactly how I do it too. 😄

  • @tonycalabro470
    @tonycalabro470 Před 4 měsíci

    Wish this was longer and actually talked about unreal as an indie dev.

  • @eazyrat
    @eazyrat Před 4 měsíci

    lovin the cut of gavins jib

  • @wildkami1345
    @wildkami1345 Před 4 měsíci

    I FRICKINGG LOVE THIS VIDEO. ITS SO REFRESHING seeing a good honest videos. reminded me of my childhood when i used to watch alot of pewdiepie's video back in the amnesia day. this was therapeutic and revived my will to live. thank you for an absolutely amazing video

  • @AnwarAliCodes
    @AnwarAliCodes Před 4 měsíci

    this was a really good video, Thanks man

  • @Panda-id1iu
    @Panda-id1iu Před 4 měsíci +2

    Spline is also in the unity assets store

  • @director_unknown9
    @director_unknown9 Před 4 měsíci

    Best thing was Actors speaking without moving their lips, that gives me a motivation for how to make cutscenes!😅😂

  • @Slacker333666
    @Slacker333666 Před 4 měsíci +1

    Good interview but umm lets talk about Gavins God Teir Lock system he has going on in the door in the back ground. He is trying to keep Choo Choo Charles out of his room? WE NEED TO KNOW!

  • @alp8360
    @alp8360 Před 4 měsíci +29

    If you're familiar with Unity, Unreal's UI and logic is making it very hard to get use to. That's why I stick with Unity atm.

    • @zonaeksperimen3449
      @zonaeksperimen3449 Před 4 měsíci

      Yeah me too dude

    • @natemorga
      @natemorga Před 4 měsíci +1

      just dont become familiar with them take 40% of your profits ;)

    • @phirewind
      @phirewind Před 4 měsíci +9

      you mean 2.5% of profit over a million dollars a year, which is still less than Unreal. Not 40%. gtfo with that ignorance.

    • @Helthurian
      @Helthurian Před 4 měsíci +1

      You just need to take it one tool at a time. Unreal has a ton of tools right from initial install, but you don't need to acknowledge them all right out of the gate.

    • @gamecoder77
      @gamecoder77 Před 4 měsíci +4

      Unity has the best pricing even after that drama. 2.5 % is nothing if I own a half Million. I will not learn a new engine which requires RTX 3070 and High end processor. So, for mobile and low end hardware you will have to use a decent engine for your indie title. BTW I'm also planning to learn Flax Engine.

  • @juicenot2481
    @juicenot2481 Před 4 měsíci +2

    Why so many door locks?

  • @puraasneira
    @puraasneira Před 4 měsíci +1

    Really wish I could enroll in your course, but with the conversion to BRL the price becomes impeditive. It would be so nice if we could buy more specific content, like just Unity for example.

  • @simonfinnie2900
    @simonfinnie2900 Před 4 měsíci +4

    I think the c++ gate keeping was a little overblown.
    There is some functionality that is cut off from blueprint in standard unreal engine. While external plugins might solve that, there are thousands upon thousands of external plugins and you can't expect people to know all of them.
    Also worth noting that these plugins likely are just porting the functionality from c++ to blueprint, so it is true that it was only doable in c++, someone just did the work for you, which is perfectly acceptable.

  • @radon_slp
    @radon_slp Před 3 měsíci +1

    as an indie dev, its great to hear im not the only one who just tries to get things to work and not make everything perfect

  • @EthanSun1029
    @EthanSun1029 Před 4 měsíci

    oh,god,make indie game is so damn hard.i barely cant do it anymore after 6 months struggle.thank you for this video,it makes me feel better.

  • @PSDMaven
    @PSDMaven Před 4 měsíci

    @2:19 "Oddly dedicated to be beaten up by a computer" - Looking at the number of locks and chains on his door...He's asking for a fricken beating!

  • @brotatochips
    @brotatochips Před 3 měsíci

    You have no idea how much this helped/encouraged me. I'm starting my first game soon and have been discouraged by not knowing much. Hearing you guys explain some of the "wrong" ways you did things, but it works makes me feel awesome.
    "As long as you're making progress" - Thomas Brush 2023

  • @phillitup2328
    @phillitup2328 Před 4 měsíci +3

    Just make progress.. ❤

    • @phillitup2328
      @phillitup2328 Před 4 měsíci +1

      @@karlwest437 yep! Doing 1% better a day makes 100% better in 100 days.

  • @kembel2761
    @kembel2761 Před 4 měsíci

    Hey Thomas love your videos. Starting my game dev journey :) Is your course for Unreal updated to the latest version?

  • @guilloisvincent2286
    @guilloisvincent2286 Před 4 měsíci

    There IS a spline for path in the quixel medieval environnement, you only have to change the model

  • @owencoopersfx
    @owencoopersfx Před 4 měsíci +47

    The fact that Thomas didn’t know about splines is an example of the many legs-up that Unreal has over Unity. Unreal splines are super easy and intuitive to use. Unity just last year finally released a spline package and the UX is pretty awful.

    • @RandomGuyyy
      @RandomGuyyy Před 4 měsíci +44

      He probably knew but was asking for the benefit of the audience

    • @upsurge5541
      @upsurge5541 Před 4 měsíci +2

      we use splines ALOT in unity for alot of things he most deffo knows what it means ux is self preference clearly coz i really like the minimalistic style of the ui and unity only change i would like is if they made the dark theme more darker and in unity we dont really rely much on the official tools and build our own mostly coz its more customisable that way and less bloated i have used both unreal and unity if u want you could check what ive done in my channel though those are js small prototypes and havent been working on something big lately coz of a broken laptop and school

    • @upsurge5541
      @upsurge5541 Před 4 měsíci +1

      at the end its about the developer coz theres nothing i wont be able to do in unreal that i cant in unity and vice versa theres always a way

    • @midniteoilsoftware
      @midniteoilsoftware Před 4 měsíci +2

      that's the vibe I got. Often an interview will ask a guest to define a term for the benefit of the audience@@RandomGuyyy

    • @Hietakissa
      @Hietakissa Před 4 měsíci

      @@upsurge5541 I mean when it works it works, but if you just look at it the wrong way it will start throwing errors and be a pain in the ass. The splines are pretty difficult to edit sometimes and the node positions being offsets relative to the GameObject can make them hard to move, as the transform gizmo is all over the place.

  • @gh0stcloud499
    @gh0stcloud499 Před 4 měsíci +2

    Anyone else keep staring at that guys door and all the locks?

  • @GlassesAndCoffeeMugs
    @GlassesAndCoffeeMugs Před 3 měsíci

    There's definitely a point where you will *want* to start using cpp even if you don't *have* to, especially with a large and complex project. If your project is relatively simple you probably won't need to. But your BPs can start to become a bit overwhelming as you increase complexity. What I try to do is take chunks of BP code that I haven't made changes to in awhile and refactor it to cpp. That way the lower level stuff runs under the hood and makes room for new prototyping stuff in BP and keeps your graphs clean. I also try to create all of my base classes in cpp because it's extremely simple to just make an ACharacter cpp class that is BP exposed when I inevitably decide to write stuff in cpp for it later. Also I like to create structs and enums in cpp, as well as any "core" variables that would be an annoyance to re-create later in cpp if I need to access it in code.

  • @imaginarytoast
    @imaginarytoast Před 4 měsíci +1

    Gavin’s door lock situation is bonkers.

  • @occupationalhazard
    @occupationalhazard Před 4 měsíci +1

    The Blueprint slander is strong out there. Blueprint is a perfectly viable way to code a shippable product.

  • @agorilla7137
    @agorilla7137 Před 4 měsíci +1

    What's up with the door? Is my man in danger?

  • @MrBadGrim
    @MrBadGrim Před 4 měsíci +2

    Im completely distracted by the locks on the door

  • @Daniel_Parke
    @Daniel_Parke Před 3 měsíci +2

    The gatekeepers nearly stopped me from building the game I have wanted to for quite a while. So glad I found this video when I did, I was very close to making the wrong decision. Great video thank you 💗

  • @ronentai5950
    @ronentai5950 Před 4 měsíci +1

    i KNEW it! i played that game when it came out and LOVED it! When I saw the players train, i knew the textures were hand drawn, he says its an example of doing something wrong, but in all honesty, thats the one charactaristic that truly stuck with me as an artist, its one thing to pick up an asset and flip it onto the market in the indie space, but to take the time to create your own asset, and skin it yourself, high quality or otherwise, thats a personal touch, and i noticed that immediately and i loved it, it gave me bendy and the ink machine vibes but i didnt care because i knew in my core he did it personally. You can make a b-rank game with hand drawn assets from the heart, and ill play the life out of that game and itll feel like a AAA title to me the whole time, an A-rank cookie cutter game thats just been following the trends could release the same day i start playing it and ill stick to it because it has Heart and passion. So my thanks to Gavin for putting his heart into it, you had a vision and you made it happen with a personal touch to it as well! thats true craftsmanship. cheer man!

  • @senbujohns4489
    @senbujohns4489 Před 4 měsíci +2

    I'm currently using Unity and it's good to know I can switch to Unreal and still not need to code.

  • @lufenmartofilia5804
    @lufenmartofilia5804 Před 4 měsíci

    Super talk that is appliable to other domain of development too.

  • @dagarath
    @dagarath Před 4 měsíci

    Should expand what you said here and make it a shirt "There are a million ways to do something, but only one way you do it"

  • @fifski
    @fifski Před 3 měsíci

    That was really interesting, but my focus was on that door. Bro must be living in a rough neighbourhood 😂

  • @jeremyschiesser7086
    @jeremyschiesser7086 Před měsícem

    I like one of the dev dudes door all barricaded behind him lmao