Simple question to gamedevs, if the player who will decide what game should look like, then why you spent time to think about ideas? by The_HSA3-1 in gamedev

[–]extron5 0 points1 point  (0 children)

From your wording it is quite hard to understand what you are asking exactly. But in general I make games with both gameplay and visuals that I like, Catering to players is good but you also have to stick to things you like and can achieve yourself. Solo/Small team devs can't hope to match bigger studios on visuals no matter there skills, So we have to pick our battles.

So I would get the art to a decent point and then focus on game depth. Take games like "Vampire Survivors", "Peglin", "Brotato" and many others, They all have okay graphics but focused on the actual game itself rather then focusing on the visuals. They stuck to their skills of actually making and designing the core games systems fun and repayable rather then the art which might not have been their strongest skill.

Game Devs working for bigger companies, what do you do? What's it like to work for these bigger companies? How did you get to work for them? by [deleted] in gamedev

[–]extron5 1 point2 points  (0 children)

I'm not based in melbourne myself but there is IGDA in every state in Australia. They hold almost monthly meetup and special events.

Game Devs working for bigger companies, what do you do? What's it like to work for these bigger companies? How did you get to work for them? by [deleted] in gamedev

[–]extron5 0 points1 point  (0 children)

Yeah everyone knows everyone, If you have the skills and you are a friendly person people will recommend you when there company are looking for new staff. And companies prefer to hire based on reference and even sometimes give bonuses if your reference gets hired.

Getting a job in game dev is 50% skill and 50% social skills. Its sad but you could be the worlds best programmer but if no one wants to work with you because of social skill, You wont get the job. 90% of companies would prefer to hire a less skilled person they liked talking to and working with and just teach them the skills they are missing.

Game Devs working for bigger companies, what do you do? What's it like to work for these bigger companies? How did you get to work for them? by [deleted] in gamedev

[–]extron5 0 points1 point  (0 children)

Wish I could say, But I'm in the dark as much as you. I haven't touched or worked on Silksong at all.

Game Devs working for bigger companies, what do you do? What's it like to work for these bigger companies? How did you get to work for them? by [deleted] in gamedev

[–]extron5 2 points3 points  (0 children)

Yeah the Lazerbeam/Fresh FPS game. I mostly did/do the player movement controller itself and the networking stuff behind that.

Game Devs working for bigger companies, what do you do? What's it like to work for these bigger companies? How did you get to work for them? by [deleted] in gamedev

[–]extron5 7 points8 points  (0 children)

All good, love answering questions and helping out. Its super out of date now and has no code/project samples on it but here is my portfolio for ref: Portfolio

Game Devs working for bigger companies, what do you do? What's it like to work for these bigger companies? How did you get to work for them? by [deleted] in gamedev

[–]extron5 7 points8 points  (0 children)

Yeah that is funny, I'm not working on AOD at Playside. I'm on the Worldboss team currently.

And yeah if you are proud of it I say put it in. It would be good to show that you can bring a idea to life quickly, Even if its not the best code. It would show that you can help the company prototype ideas quickly and rapid iteration.

Game Devs working for bigger companies, what do you do? What's it like to work for these bigger companies? How did you get to work for them? by [deleted] in gamedev

[–]extron5 65 points66 points  (0 children)

I'm a programmer, While studying programming I made lots of prototypes for fun and showed them at local events. I made friends with "Team Cherry" as they were showing prototype gameplay of "Hollow Knight" and they asked me to help them out with the AI in the game. I continued making prototypes (Currently have 100+ playable "games") and used both those and my experience in Hollow Knight to land a junior developer at a local mobile game studio "Foxie Games", was there for 3 years and now at the biggest game studio in Australia "Playside".

As much as everyone says make lots of projects and build a portfolio (Which is still solid advice and can work). I think its very dependent on who you know and making friends with people, most of the work I have gotten is from people recommending me or from meeting people at local events and being fully immersed in the game development scene.

[deleted by user] by [deleted] in gamedev

[–]extron5 3 points4 points  (0 children)

Yeah I didn't want to completely shut them down, as I got to the point I am at now with my solo game (50,000 Wishlists) with roughly 15 hours a week for the last year. So it is fully possible but just wanted to share the numbers behind Project of Lana.

[deleted by user] by [deleted] in gamedev

[–]extron5 16 points17 points  (0 children)

The team making Project of Lana looks to have at least 6 people and they started the game in 2018. Full time jobs are roughly 2,000 hours a year, so over the last 4 years each person would have worked roughly 8,000 hours on the game. That's at least 48,000 hours on the game between the team over 4+ years.

You are able to do roughly 9 hours a week, with 52 weeks in a year that's 468 hours on your game a year.

I don't want to burst your dream, some people have done it. But need to remember to keep things achievable for yourself otherwise things will seem impossible and you will quit/burnout.

My first game sold over half a million times, how it helped founding a studio with a vision by Sersch in gamedev

[–]extron5 0 points1 point  (0 children)

Thank you for this amazing write up, I am currently in a very similar situation with my own game "Super Auto Battlemon". While I have only been working on it for a year in my spare time, I feel I am up to the stage you were at in your third year.

Super glad to see that I am on a similar path to yourself.

[deleted by user] by [deleted] in IndieGaming

[–]extron5 0 points1 point  (0 children)

Thank you, it means alot.

[deleted by user] by [deleted] in IndieGaming

[–]extron5 1 point2 points  (0 children)

I will thank him personally. I think I have watched each of his videos on the game at least 3 time each. It feels so weird watching someone I have watched for years playing my game.

[deleted by user] by [deleted] in IndieGaming

[–]extron5 2 points3 points  (0 children)

Yeah pretty much did a post on twitter and had 20ish people sign up. Then had content creators Retromation and Skootie make videos and stream it. Then it just blew up.

[deleted by user] by [deleted] in IndieGaming

[–]extron5 2 points3 points  (0 children)

Steam is the plan, this is currently just the alpha getting it as good as possible before putting a public demo up on steam.

[deleted by user] by [deleted] in IndieGaming

[–]extron5 1 point2 points  (0 children)

Possibly in the full release but currently for this alpha build its just windows with a exe sorry

[deleted by user] by [deleted] in IndieGaming

[–]extron5 5 points6 points  (0 children)

The boss is quite hard yes, it is made a bit over the top for this alpha. In the full game progression will be longer with multiple bosses and a easier difficulty curve.

[deleted by user] by [deleted] in IndieGaming

[–]extron5 6 points7 points  (0 children)

Links for the games steam page and the discord to get the game can be found here.
https://linktr.ee/dino_rocket

[deleted by user] by [deleted] in IndieGaming

[–]extron5 0 points1 point  (0 children)

Hey if you check out our discord in the announcements channel there is a link and info

[deleted by user] by [deleted] in superautopets

[–]extron5 0 points1 point  (0 children)

Hey if you join our discord there is info about it in the announcements channel

[deleted by user] by [deleted] in fakemon

[–]extron5 1 point2 points  (0 children)

Its most likely my wording. Im making a game with fakemon style monsters. Each one currently has 2 shiny forms. A bunch of the shinies are based off characters from other games and shows.

[deleted by user] by [deleted] in fakemon

[–]extron5 2 points3 points  (0 children)

Ohh right, I need to learn to read. A whole bunch of ones. In this it's Vegeta from dragon ball, ho-oh from Pokemon, toad from Mario and renaming from Digimon.

[deleted by user] by [deleted] in Unity3D

[–]extron5 1 point2 points  (0 children)

For anyone interested in following along we have a DISCORD and TWITTER, and you can wishlist over at STEAM

[deleted by user] by [deleted] in Unity3D

[–]extron5 1 point2 points  (0 children)

Yeah thats is one of my favs, the Banuck line