Thank you for the great video Marnix & team! I feel like you deeply understood the book, and I'm especially grateful that you appreciated the drawings. Definitely agreed about the lack of marketing coverage, as I wanted to focus on just making the game. Maybe that'll be the topic of my next book!
I am a solo game developer and I started on my 40+. Nice video to get ppl organised :) For sure it is different to make a game to have fun and it is different to make a game to sell it.
One could argue that this has been covered in the "iterate" section, but it seems to me that it hasn't been emphasized loudly enough. Iteration also involves creating multiple games, starting with a small game and gradually making each subsequent one larger than the previous. No one has ever succeeded on their first attempt at making a game.
There have been a lot of people who succeeded on their first try and gained popularity on their first try. However it is extremely rare and very very hard to do so, which is why the iterate section is so important.
Crimson hollow seems to be made by someone that is making their first game and they’re definitely on track to succeed. But not a done deal yet obviously:)
I am also a solo developer and loved that you made a video about it. I sometimes find it really really hard to manage my full-time work, my current solo open-world game project and posting devlogs on YT. The thing I took from this video was to don't be a scope creep! It is going to help me a loooot!! haha
I've tried to start a team with game dev buddies I know but it always seems like I'm the only one who ever commits. They always wanna play it save and get a regular job (not usually game dev related) and it's a little crushing being the only one who believes it's possible.
I understand your frustration. But on the other hand, it's quite responsible and reasonnable to keep a regular job until you're sure you will have enough to eat or to pay your rent. That's why a lot of game devs start part-time until they publish a first game and make a bit of money from it. I think that's also the case at BiteMe, I think Marnix said in one of his latest videos that he's the only one working full time at the studio, the others still have their day job.
@@ElianeGameDev I myself work part-full time at a normal job. I just set aside a lot of extra time for my true ambition of making games that others I know aren’t willing to set aside.
Most people don't have the balls and belief in themselves to go all-in. I can say that because I actually quit my job with $500 to my name two years ago and started my auto detailing business. Still in business and making $40K per year now. Now I'm shifting focus to game dev and I'm going to use everything I've learned in entrepreneurship to make it happen.
So, both William and I are fulltime on the #bitemegrindset. Thomas still has a main job because he has an appartment to pay off, and we don't have the financial stability yet to have consistent wages (I still haven't paid myself out in the 9 months I'm fulltime). Expecting others to go fulltime is really hard, because everyone has other situations. Both William and I were sick of our old jobs, and we had a "fuck it we're young" moment, combined with some decent savings for runway. I believe however that if you can commit on going fulltime, the amount of work you will be able to achieve is truly crazy, because you don't have anything to hold you back if you do it well. I am planning to make a deeper video on this whole thing when I near my 1 year fulltime @ BiteMe anniversary (March 31st). -M
I had seen this guys infographics before, but never got his book. Very interesting stuff, specially the part about the building blocks though. Nice video! Just got the book!
Great video. I like that you show Ring Fit Adventure in the B Roll. I would love to one day make a fitness game that encourages people to get active, but right now that's not the game that I'm good at making.
As I progress in developing 3 different games at once (each use the same core toolkit but changes with models and animations) Its like a 70% of time taken off each dev-cycle...Its about working smart not working hard
Thanks so much for this book review, I really enjoy this kind of video! As an idea for a next possible book review, I have recently heard of the book "Game Feel: A Game Designer's Guide to Virtual Sensation" by Steve Swink. It covers some fundamentals about how to make a game feel good to the player. I haven't read it myself yet, but I might consider purchasing it in the near future to give me a better understanding of how to make games smooth and enjoyable to play
I think artists have an easier time as solo devs. Anyone can learn to program but not everyone can be a good artist. And yes, I know you don't need good art to make a good game but there are only so many games that you can make with primitive shapes that will be successful. What if you just want to make a simple point and click adventure game? I can do that with my eyes closed on the programming side. I can't make the artwork though. So I end up not making point and click adventure games. An artist on the other hand can use something like Game Maker, GDevelop, RPG Maker or even more robust tools like Godot, Unity and Unreal if they have a bit of experience. It really frustrates me sometimes that there are so many tools to turn artists into game developers but there are no tools to make programmers into artists.
Hey Marnix could you perhaps do a video on what Version Control setup you think a small team should use? Do you at BiteMe have an on-site P4 server maybe? Cloud-hosted? Any insight would be appreciated, I feel this VCS thing is the elephant in the room for small dev teams trying to work together from different locations... and since you worked in this field (from what I remember) before starting your game studio, I feel your input would be even more valid -- thanks in advance
I'm not marnix but I recently came across several reddit threads on the r/gamedev sub on this topic. The consensus seems to be perforce but I'm not sure how much $$$ they charge.
We work fully on git with gitlfs on a selfhosted Gitlab server, and it has been really solid for us when working in a team: ruclips.net/video/30qiV2YA7gA/видео.html -M
I'm not sure I'm a typical game developer. Games are just one part of a creative process for me, which has a lot to do with telling and co-creating stories. So "Producer" is a much more comfortable fit. I spent most of yesterday optimising pathfinding and collisions, this is not fun. Definitely always keep the master branch playable, breaking months of hard work is also not fun.
I honestly wish I was better at understanding code. I studied for 8 years and I still can't get my head to understand it at all. Unsure why as well :\ It's annoying because it's hinders my goal of game design... being solo on it doesn't help either.
With Elon taking over X and advertisers leaving posting ads on the platform is a-lot cheaper, what do you think about using it as a platform for marketing?
It has definitely become a lot harder if you don't have the blue checkmark verification. You can still try, but it can be worth it to try other platforms such as Tumblr, 9gag, or Reddit. -M
IMO that book was far too vague to be useful. Maybe it's good for a child who's interested in game dev so they get the right mindset and brief overview. But other than that I can't recommend it. For a book that markets itself as a 10 step guide to make a game, there is a surprising lack of actionable steps.
if thats the case do you have any recommendations for someone getting into it now? im in school currently for software engineering and this is something im absolutely interested in. would rather be headed in the right direction.
@@og_skullkid1387 You're already on a good path getting educated in software engineering (I did exactly the same with a computer science degree). But it's hard to give exact steps because game dev is such a broad topic. My recommendation is to first pick a *popular* game engine (3D: Unity or Unreal; 2D: GameMaker or Construct 3; Godot is decent at both). Literally try all 5 of them and see which one clicks the best with you. Second, just make some EXTREMELY SMALL games (pong, flappy bird, tetris, etc). Third, pick one of those extremely small games you just made and publish it to itchio to practice publishing (also show it to friends and family). Finally fourth, just keep making small games, picking slightly more complicated games each time to improve your skills. Do that consistently for 2-3 years and you'll be amazed at your progress. Good luck :)
I read this one, but I actually didn't like it that much. It's a bit outdated in today's climate, and also it felt a bit too preachy at times, with the writer coming off as "I suffered harder than you so I deserve the success for 90h workweeks". -M
@@bitemegames Oh, maybe it would work as a cautionary tale then :) Are there any other books like Matt's, that you would reommend for beginner solo devs?
Thank you for the great video Marnix & team! I feel like you deeply understood the book, and I'm especially grateful that you appreciated the drawings.
Definitely agreed about the lack of marketing coverage, as I wanted to focus on just making the game. Maybe that'll be the topic of my next book!
Level Design - In Pursuit of Better Levels
That's the most underrated books about game design that I have read, and more people need to know about it
I am a solo game developer and I started on my 40+. Nice video to get ppl organised :) For sure it is different to make a game to have fun and it is different to make a game to sell it.
Hi ! Do you wanna do a video game with me ? i have the idea and characters but i need a developer, hope yopu can reach me to tell you more about it
im 33 and thinkin of starting this path. just watching and reading how to begin with zero experience on anything.
One could argue that this has been covered in the "iterate" section, but it seems to me that it hasn't been emphasized loudly enough. Iteration also involves creating multiple games, starting with a small game and gradually making each subsequent one larger than the previous. No one has ever succeeded on their first attempt at making a game.
Just followed 👍🏽 you’re definitely right!
There have been a lot of people who succeeded on their first try and gained popularity on their first try. However it is extremely rare and very very hard to do so, which is why the iterate section is so important.
Crimson hollow seems to be made by someone that is making their first game and they’re definitely on track to succeed. But not a done deal yet obviously:)
0:05 urggh, a team? but those have other people in them!
I am also a solo developer and loved that you made a video about it. I sometimes find it really really hard to manage my full-time work, my current solo open-world game project and posting devlogs on YT. The thing I took from this video was to don't be a scope creep! It is going to help me a loooot!! haha
What helped me is taking a scene from your favorite show and seeing if you can replicate it and adding a gameplay component to it.
Thanks for the recommendation Marnix! I added the book to my Amazon Wishlist since I like to add my thoughts and postit notes to my books.
Thank you for all your content, I want to pick up this book.
I've tried to start a team with game dev buddies I know but it always seems like I'm the only one who ever commits. They always wanna play it save and get a regular job (not usually game dev related) and it's a little crushing being the only one who believes it's possible.
I understand your frustration. But on the other hand, it's quite responsible and reasonnable to keep a regular job until you're sure you will have enough to eat or to pay your rent. That's why a lot of game devs start part-time until they publish a first game and make a bit of money from it.
I think that's also the case at BiteMe, I think Marnix said in one of his latest videos that he's the only one working full time at the studio, the others still have their day job.
@@ElianeGameDev I myself work part-full time at a normal job. I just set aside a lot of extra time for my true ambition of making games that others I know aren’t willing to set aside.
Most people don't have the balls and belief in themselves to go all-in. I can say that because I actually quit my job with $500 to my name two years ago and started my auto detailing business. Still in business and making $40K per year now. Now I'm shifting focus to game dev and I'm going to use everything I've learned in entrepreneurship to make it happen.
So, both William and I are fulltime on the #bitemegrindset. Thomas still has a main job because he has an appartment to pay off, and we don't have the financial stability yet to have consistent wages (I still haven't paid myself out in the 9 months I'm fulltime).
Expecting others to go fulltime is really hard, because everyone has other situations. Both William and I were sick of our old jobs, and we had a "fuck it we're young" moment, combined with some decent savings for runway.
I believe however that if you can commit on going fulltime, the amount of work you will be able to achieve is truly crazy, because you don't have anything to hold you back if you do it well. I am planning to make a deeper video on this whole thing when I near my 1 year fulltime @ BiteMe anniversary (March 31st). -M
Appreciate this vid! Haven't heard of these books, I'm pretty interested in them!
Good points And funny thing, I actually ordered it last night :)
I had seen this guys infographics before, but never got his book. Very interesting stuff, specially the part about the building blocks though.
Nice video! Just got the book!
Thanks for picking up a copy! Hope it's a fun & useful read.
I didn't know this artist before watching your video, but I'll definitely go take a look at what he posts, his art seems really cool!
Great video. I like that you show Ring Fit Adventure in the B Roll. I would love to one day make a fitness game that encourages people to get active, but right now that's not the game that I'm good at making.
I just want to say that I really like your recent thumbnails :)
As I progress in developing 3 different games at once (each use the same core toolkit but changes with models and animations)
Its like a 70% of time taken off each dev-cycle...Its about working smart not working hard
Thanks so much for this book review, I really enjoy this kind of video! As an idea for a next possible book review, I have recently heard of the book "Game Feel: A Game Designer's Guide to Virtual Sensation" by Steve Swink. It covers some fundamentals about how to make a game feel good to the player. I haven't read it myself yet, but I might consider purchasing it in the near future to give me a better understanding of how to make games smooth and enjoyable to play
Matt Hackett also has a great podcast!
I think artists have an easier time as solo devs. Anyone can learn to program but not everyone can be a good artist. And yes, I know you don't need good art to make a good game but there are only so many games that you can make with primitive shapes that will be successful. What if you just want to make a simple point and click adventure game? I can do that with my eyes closed on the programming side. I can't make the artwork though. So I end up not making point and click adventure games. An artist on the other hand can use something like Game Maker, GDevelop, RPG Maker or even more robust tools like Godot, Unity and Unreal if they have a bit of experience. It really frustrates me sometimes that there are so many tools to turn artists into game developers but there are no tools to make programmers into artists.
They made AI for you and metahumans. But I agree, becoming an artist could take time to achieve a decent level in art
Hey Marnix could you perhaps do a video on what Version Control setup you think a small team should use? Do you at BiteMe have an on-site P4 server maybe? Cloud-hosted? Any insight would be appreciated, I feel this VCS thing is the elephant in the room for small dev teams trying to work together from different locations... and since you worked in this field (from what I remember) before starting your game studio, I feel your input would be even more valid -- thanks in advance
what is version control?
I'm not marnix but I recently came across several reddit threads on the r/gamedev sub on this topic. The consensus seems to be perforce but I'm not sure how much $$$ they charge.
We work fully on git with gitlfs on a selfhosted Gitlab server, and it has been really solid for us when working in a team: ruclips.net/video/30qiV2YA7gA/видео.html
-M
YES! more books that you would recommend that would be helpful. Please?
Nice video!
I'm not sure I'm a typical game developer. Games are just one part of a creative process for me, which has a lot to do with telling and co-creating stories. So "Producer" is a much more comfortable fit. I spent most of yesterday optimising pathfinding and collisions, this is not fun. Definitely always keep the master branch playable, breaking months of hard work is also not fun.
I am interested in making a stargate game
I am here because i want to make "super gene" Novel's action rpg game. And it will happen in upcoming years.(hope so)
I honestly wish I was better at understanding code. I studied for 8 years and I still can't get my head to understand it at all. Unsure why as well :\
It's annoying because it's hinders my goal of game design... being solo on it doesn't help either.
It's not a game-related book, but feel-good productivity might be useful
It's on my to-read list! -M
Super cool :)) 🔥☺
With Elon taking over X and advertisers leaving posting ads on the platform is a-lot cheaper, what do you think about using it as a platform for marketing?
It has definitely become a lot harder if you don't have the blue checkmark verification. You can still try, but it can be worth it to try other platforms such as Tumblr, 9gag, or Reddit. -M
IMO that book was far too vague to be useful. Maybe it's good for a child who's interested in game dev so they get the right mindset and brief overview. But other than that I can't recommend it. For a book that markets itself as a 10 step guide to make a game, there is a surprising lack of actionable steps.
if thats the case do you have any recommendations for someone getting into it now? im in school currently for software engineering and this is something im absolutely interested in. would rather be headed in the right direction.
@@og_skullkid1387 You're already on a good path getting educated in software engineering (I did exactly the same with a computer science degree). But it's hard to give exact steps because game dev is such a broad topic. My recommendation is to first pick a *popular* game engine (3D: Unity or Unreal; 2D: GameMaker or Construct 3; Godot is decent at both). Literally try all 5 of them and see which one clicks the best with you. Second, just make some EXTREMELY SMALL games (pong, flappy bird, tetris, etc). Third, pick one of those extremely small games you just made and publish it to itchio to practice publishing (also show it to friends and family). Finally fourth, just keep making small games, picking slightly more complicated games each time to improve your skills. Do that consistently for 2-3 years and you'll be amazed at your progress. Good luck :)
Algorithmfriendlycomment, beeeeep.
this video is so ohio skibidi Marnix 😭
How about Wlad Marhulets' book "GAMEDEV: 10 Steps to Making Your First Game Successful"?
I read this one, but I actually didn't like it that much. It's a bit outdated in today's climate, and also it felt a bit too preachy at times, with the writer coming off as "I suffered harder than you so I deserve the success for 90h workweeks". -M
@@bitemegames Oh, maybe it would work as a cautionary tale then :)
Are there any other books like Matt's, that you would reommend for beginner solo devs?