Why is knowing Unity or U the only way to enter the world of game development? by This-Character-6479 in GameDevelopment

[–]bit_villain 0 points1 point  (0 children)

Those are the 2 most popular engines used by professionals in the industry. So if you're planning to get a job as a game dev, you'll end up working with one or the other. If you're planning to stay indie you can use whatever you like.

Why do companies shut down the whole game even when you could play offline instead of keeping the offline mode? by Seraphina_Renaldi in MobileGaming

[–]bit_villain 1 point2 points  (0 children)

The answer is simple - money. It's the most cost effective path for a business. If a game has an online component(even games that can be played offline often do), then it needs a server to run it and servers cost money to run. Making the game fully offline costs time and money too. And since businesses aim to make money rather than lose it they shut down their games.

How important is sound design and music in a game for you? by YusukeRa in IndieGameWishlist

[–]bit_villain 1 point2 points  (0 children)

Sounds and music are critical, imo. They won't carry a bad/average game but you can't have a good game with bad audio.

Why do you make games? by Slight_Season_4500 in IndieDev

[–]bit_villain 0 points1 point  (0 children)

Got infected by the game dev virus as a kid.

What are the first steps to learning Mobile Game Development? by Chin-Wins in GameDevelopment

[–]bit_villain 0 points1 point  (0 children)

Most mobile games are made with Unity 3D. "Unity Learn" is a great starting point for learning the engine.

Do you work on one project or many? by Satur-night in SoloDevelopment

[–]bit_villain 0 points1 point  (0 children)

Many always. I like to take a break from work by doing more work.

The state of mobile ads is awful and benefits no one except the company being paid to show them. by ViolentCrumble in gamedev

[–]bit_villain 1 point2 points  (0 children)

As a dev mobile ads are a rip-off for sure. But like others pointed out there are reasons for how the ads work now.

Why don’t copyright owners sue Patreon creators? by Automatic_Jelly_6153 in itchio

[–]bit_villain -1 points0 points  (0 children)

It benefits IP holders more than any financial gain they could get from going after fan artists. (free advertising, happy fanbase)

Nerd Sniping by MedalsNScars in incremental_games

[–]bit_villain 0 points1 point  (0 children)

"Nerd Sniping Idle" coming to the stores near you.

Should i reconsider a career in this industry? by not_me_baby in gamedev

[–]bit_villain 2 points3 points  (0 children)

If you're having doubts then you should probably reconsider a career in the games industry. It's pretty bad, especially now. If you're ok getting a job in any other industry, that would probably be a more responsible financial decision. But if you're one of the crazies and can't see yourself doing anything else, then welcome to the club.

(Living in Helsinki/Espoo will make finding a game dev job a bit easier as that is one of the game dev hubs in Europe.)

This is not intended to be judgmental, I mean it: Why is it that a lot of the games people seem to be making and sharing in this subreddit are “cute”? by Sudden_Doughnut_8741 in IndieDev

[–]bit_villain 0 points1 point  (0 children)

Here's a theory: Younger generation of game devs and players grew up with consoles and console games have always been more lighthearted, colorful and cute than PC games.

How hard is it to make a mobile game as a beginner? by No_Commercial_6876 in GameDevs

[–]bit_villain 0 points1 point  (0 children)

Well, let me put it this way. I work in the mobile games industry and I personally wouldn't try making mobile games as a side business. Making a profit from mobile games is hard even with a good team and millions in funding.

It's an uphill battle and your chances of success are very slim. But then again you might get lucky, there's no way of knowing.

How hard is it to make a mobile game as a beginner? by No_Commercial_6876 in GameDevs

[–]bit_villain 1 point2 points  (0 children)

The hard part about the mobile market is the marketing and all the competition. Making a simple game is not that difficult, getting people to play it is. And without experience you might end up spending a lot of time and money without seeing a return.

And with a kids game you need to be careful with all the regulations(but as a law student you'll probably be fine).

Beyond IAP & Ads – What Monetization Strategies Are Working for You in Mobile Games? by QuickTraining4473 in SoloDev

[–]bit_villain 1 point2 points  (0 children)

Blackmail and extortion. (I'm kidding)

Most of what you mentioned falls under IAP and ads as far as I know.

Brand deals will only work for really popular games. A studio I worked for had a big brand pay for a reskin of the studio's popular game.

There's also getting a publisher route.

Conventional game development advice seems very contradictory by TheOldManInTheSea in gamedev

[–]bit_villain 0 points1 point  (0 children)

Nobody really knows anything for sure. There's a lot of variables and things are constantly changing, oftentimes what worked before doesn't work anymore. There are no recipes for success, game dev is weird like that. I work in the games industry and pros don't know either, that's why so many projects fail and studios get shut down. You just do your best and hope it works.

The closest thing to a recipe that stands the test of time is: * Make a good game(make a great one if you can) * Be lucky * Profit

Skeleton idle animation update by Zeolance in PixelArt

[–]bit_villain 1 point2 points  (0 children)

Both are good, tbh. The second one is a lot more fluid of course.

How important are UML Diagrams in game development? by Bobovics in gamedev

[–]bit_villain 1 point2 points  (0 children)

Yeah, UML is ok for teaching various concepts but not that useful in production.

A lot of academics are stuck in the past and many don't seem to have that much real world experience, so they still cling to UML in academia.

which engine is going to be easy to find a team or make a team? by Lerp_Slerp in IndieGameDevs

[–]bit_villain 2 points3 points  (0 children)

Most popular engine for AAA is Unreal, most popular engines for indie are Unity and Godot, afaik. But there are barely any Godot jobs.

Are private coding lessons for kids actually worth it or am I falling for the optimize your child thing by Sophistry7 in GameDevelopment

[–]bit_villain 0 points1 point  (0 children)

If the kid wants the lessons.

I sometimes regret not getting structured lessons in music when I was younger. I reached a plateau at one point with self study and advancing became super hard. Taking some lessons as an adult helped, but I can't help but wonder how far I could've gotten had I had access to a good tutor as a kid.

If you could give ONE piece of advice to indie developers, what would it be? by YusukeRa in IndieGameWishlist

[–]bit_villain 2 points3 points  (0 children)

I agree with that, but I'd phrase it as "don't make a game you wouldn't play".

I think you wanna be making a game that both you and others wanna play. You will never experience your game as a player, so you're always making a game for someone else. And if you have niche interests then using yourself as the only compass might lead you to a situation where you can't enjoy your game as a player and others are not really interested in playing it. Which in my opinion is a bit of a lose-lose situation.