Watch this before making your first indie game | Steam | Godot | Unity

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Watch this before making your first indie game

Making your first indie game is a thrilling yet challenging endeavor that requires a delicate balance of creativity, strategy, and resilience. As an aspiring game developer, the prospect of bringing your unique vision to life can be both exhilarating and daunting. In this pursuit, three essential principles emerge as guideposts for a successful foray into indie game development: keeping your first game small, avoiding the sunk-cost fallacy, and steering clear of crunch time.

The decision to keep your first game small is a foundational strategy advocated by experienced developers. In the realm of indie game development, it's easy to be enticed by grandiose ideas and expansive projects. However, starting with a modest scope is a strategic move that can significantly enhance your chances of success. Consider crafting a game with a clear, simple concept – a puzzle game, a platformer, or a straightforward simulation. By doing so, you not only make the development process more manageable but also create a solid foundation for understanding the intricacies of game design and programming.

The benefits of keeping it small extend beyond just the practical aspects. A smaller project allows you to grasp the fundamentals of game development without becoming overwhelmed. It facilitates a more focused learning experience, enabling you to delve into each aspect of the process with the attention it deserves. As a beginner, this approach not only boosts your confidence but also lays the groundwork for more ambitious projects in the future.

A critical pitfall to avoid in the journey of making your first game is succumbing to the sunk-cost fallacy. As you invest time, effort, and resources into your project, it's natural to become emotionally attached. However, if issues arise or if the game isn't shaping up as expected, it's crucial to assess the situation objectively. The sunk-cost fallacy can trap developers in a cycle of justifying further investment based on past commitments rather than the project's future potential.

Overcoming this cognitive bias is a crucial step in maturing as an indie developer. If a project isn't meeting expectations, it may be more beneficial to cut losses and redirect efforts toward a new and more promising endeavor. Recognizing when to pivot is a skill that separates successful developers from those who get stuck in unproductive cycles. It's a valuable lesson that goes beyond the confines of game development, serving as a testament to adaptability and resilience.

Equally significant is the emphasis on avoiding crunch time, a prevalent issue in the gaming industry where developers are pressured to work extended hours to meet tight deadlines. For indie developers working with limited resources, the temptation to sacrifice well-being for the sake of completing a project can be strong. However, a sustainable and healthy work-life balance is crucial for creativity and overall project quality.

In the context of making your first game, remember that it's a marathon, not a sprint. Set realistic milestones, plan your development schedule meticulously, and prioritize breaks to prevent burnout. By fostering a balanced approach, you not only safeguard your well-being but also contribute to the creation of a better, more polished game.

In conclusion, making your first indie game is an exciting journey that demands careful planning and a mindful approach. Keeping the project small sets the stage for a focused learning experience, while avoiding the sunk-cost fallacy ensures resource efficiency. Simultaneously, steering clear of crunch time promotes a sustainable work pace, fostering creativity and overall project quality. These principles serve as a compass, guiding aspiring developers through the intricate and rewarding landscape of indie game development.
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Is it just me or did the numbers he gave at the start make me feel better instead of worse.

chigbeef
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0:46 as someone who is 15 and will be happy if even 10 people enjoy my games I see this as an absolute win

BadPunZ
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And this is exactly the reason why I stopped thinking about game dev as a possible job and converted it into a hobby instead. I want to make games I want to play, not ones that sell.

SylvanFeanturi
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Thank you for delivering the motivational speech in the most radical way possible, Sensei 😊

AgriasOaks
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Great advice. Thanks for sharing this inspirational talk of Jake!

joshuadrewlow
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Thanks for the videos! (And the link to this GDC talk, hadn't seen this and I'm loving it)
Can't wait to see more videos from you ^_^

Urakaroo
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"You're not special. Nor is your game. And You will never ship a hit."

I'm glad the kids who made Baba is You, Stardew Valley, Undertale, Return of the Obra Dinn, DARQ, Re:Call, Heartbound, Velsarbor (the main developer who co-founded the studio behind CrossCode) didn't listen.

nowonmetube
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Dang! Space this was a great video. Definitely gonna watch that. No hit wonder video as well. Thanks thanks, keep making the no hit wonders.

Seancstudiogames
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So youre saying I have a 4% chance of making 1 million revenue? Nice!

LuckyRaphi
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I like the concept of keeping it real, that if your intire video was only the opening statement I would give it a thumbs up.

low expectations is my trick to navigate life hhh

dzdz
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Nah my doctor said i'm very special. I'm so special i get to eat 3 candies per day

mukynas
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and 4th. Do not leave your regular job yet :)

slawtul
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Is that millenium falcon on the desk behind you?

TwoThreeFour
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Amazing I hope to hear more from you on game development tips!

dfang
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There's a difference between making a game you want to make money from, and making a game as a hobby because you genuinely want to make something you saw in a dream 2 years ago.
Personally, I vastly prefer the weird little games where you can tell that someone just had an idea they wanted to get out there, and made it in their spare time.
You can tell that people like Toby Fox and Concerned Ape are those kinds of passionate guys, who just so happened to make something good enough to sell. They'd probably be making small games on the side if they had different jobs.

As soon as you make games into whatever the "AAA Industry" is making, it loses so much colour, personality and soul. That sucks the joy out of it.
When people aren't passionate about what they're making, and they don't care, you can tell.

Zeverinsen
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advice. Straight to the point and very detailed.

zoiskiee
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Another thing to note is that most games published on steam are also absolute trash, which skew the statistics a lot. If the median is around $1, 000 then perhaps the actual average for good or decent games is a bit more.

Just something to think about.

Gomace
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Brilliant video. Not much else to say. Wish I'd come across this sooner.

mammothplant
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Take care David !!! ❤thanjs for the news!

szyslay
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thanks for the Non-Ted Talk, Feel a lot relieve /and calm after 1 month + crunch time try to Finish a Simple project

bathi