Edmund's point about the games being more boring now due to the financial crisis and people not taking financial/time risks is in POINT. I was asking myself that question myself a lot lately, are games just not fun anymore, or am I burnt out or have I simply grown up? No. The games ARE more boring and due to growing up you've seen almost every game there is, and nothing new is being generated. Just a remake of a remake. Elden Ring is also the only thing I played in the past year. Very validating to hear this Ed, thanks.
i think a fair amount people just wanna spend less time playing games and don't wanna accept it or something so they want all games to be "time efficient" too
I've been developing prototypes for about 3 years of my life, on and off. I get to making small things in them, never shown or released any of the weird concepts for my games until very recently... A large (and by large I mean a total of ~34 prototypes) amount of the prototypes I've made I used to disguise them and ride them off as "simple coding practice for when I need to make a real game" is a high amount. A lot of them I actually could work on, and potentially finish right now as small, very experimental, really REALLY out there in gameplay, collection of games... I never thought about doing just that thing until I heard the phrase "If you don't get your foot out the door, and COMPLETE and RELEASE, no one will even know you'd exist and the chances of success is 0%" from another game dev. This whole video echoed that same phrase through out the whole thing while I watched it... I personally think it's time that I do something about those prototypes I've made. Thank you Edd, even if indirectly, I've made up my mind about just taking the plunge and start uploading a lot of the prototypes.
I'm on the same boat but i cannot progress further than making mockups. I do the story, mechanics, design/drawings, soundtrack and it's stuck there since i have no programming background. Looking at so many unfinished projects with hundreds of animations, weapon/enemy/character/world designs, songs i always wonder if they will sit on my drive for an eternity... How are you managing everything yourself, did you have an artist or programmer background and had to learn the other after, would it be reasonable to do everything or look for other people to team up with ? If you have any experience on this it would be really helpful if you shared, thanks!
@@celestialcolosseum I actually started out as a 3D modeler (still my main art thing), and I knew absolutely nothing about coding. During one of my bouts in a GDC dev talk (iirc it was the Overgrowth/ procedural animation one) I found the method behind a lot of the code in that GDC very fascinating. So I decided "hey, this coding stuff seems like a good challenge thing to practice while I work on refining my art style(s)". I started out in C# (non Unity, because I knew Unity's Mono implementation wasn't the best for what C# can do.), then I found Godot, and I've stuck with it since Godot's 2.x days. Now as for How do I keep making prototypes? Honestly I'd like to blame it on my relatively short attention span for game mechanics (I tend to not really like to work on one game mechanic for too long or else I get burnt out or lose interest when I do figure it out how to implement it )
@@CassyDaBean That's great, i tried both godot and unity and followed tutorials to do basic things. Godot seemed much more cleaner than unity in terms of UI but it lacks the tutorial variety unity has. I heard godot had its own language thing but i imagine using C# would be far more versitale. Do you recommend learning C# directly from beginner godot/unity tutorials or just plain C# tutorials ?
@@celestialcolosseum Honestly Godot's custom script language is VERY VERY good, at times I prefer it to C#, however if you're wanting C#, I'd say start with creating a Ascii console C# project (that's what I did to learn a lot about C#)
If you’re having trouble finishing projects just do a few game jams! Before I started making larger projects I just did 4 or 5 game jams to practice making a game from start to finish and then releasing it
I would really like to get into professional Gamedev, but to me it looks like there is just way too much competition nowadays, compared to ~15 years ago. Going indie seems insane. And without prior professional gamedev work, existing Studios probably won't want to hire you.
Any pronouns holy shit that's a perfect answer, people nowadays tip toeing around forced sensitive make believe stuff that they forgot what's out there and what creativity is. Stay Golden Edmund.
Fnaf was amazing and revolutionary for several reasons, it was far from a random meme game that went viral. Also I think a similar argument goes for Goat simulator.
I don’t know if that’s why he said that. He seems like a pretty progressive and respectful person. He referred to Maddy Thorson (creator of Celeste) with nonbinary pronouns so I doubt he thinks of it as woke garbage.
Edmund's point about the games being more boring now due to the financial crisis and people not taking financial/time risks is in POINT. I was asking myself that question myself a lot lately, are games just not fun anymore, or am I burnt out or have I simply grown up? No. The games ARE more boring and due to growing up you've seen almost every game there is, and nothing new is being generated. Just a remake of a remake. Elden Ring is also the only thing I played in the past year. Very validating to hear this Ed, thanks.
i think a fair amount people just wanna spend less time playing games and don't wanna accept it or something so they want all games to be "time efficient" too
Always love an Edmund interview.
What is an Edmund interview?
Loved this!
50:17 immediately thought of Balatro, very unique case
Wow! Super meaty answers.
I've been developing prototypes for about 3 years of my life, on and off. I get to making small things in them, never shown or released any of the weird concepts for my games until very recently...
A large (and by large I mean a total of ~34 prototypes) amount of the prototypes I've made I used to disguise them and ride them off as "simple coding practice for when I need to make a real game" is a high amount. A lot of them I actually could work on, and potentially finish right now as small, very experimental, really REALLY out there in gameplay, collection of games... I never thought about doing just that thing until I heard the phrase "If you don't get your foot out the door, and COMPLETE and RELEASE, no one will even know you'd exist and the chances of success is 0%" from another game dev.
This whole video echoed that same phrase through out the whole thing while I watched it...
I personally think it's time that I do something about those prototypes I've made.
Thank you Edd, even if indirectly, I've made up my mind about just taking the plunge and start uploading a lot of the prototypes.
I'm on the same boat but i cannot progress further than making mockups. I do the story, mechanics, design/drawings, soundtrack and it's stuck there since i have no programming background. Looking at so many unfinished projects with hundreds of animations, weapon/enemy/character/world designs, songs i always wonder if they will sit on my drive for an eternity... How are you managing everything yourself, did you have an artist or programmer background and had to learn the other after, would it be reasonable to do everything or look for other people to team up with ? If you have any experience on this it would be really helpful if you shared, thanks!
@@celestialcolosseum I actually started out as a 3D modeler (still my main art thing), and I knew absolutely nothing about coding. During one of my bouts in a GDC dev talk (iirc it was the Overgrowth/ procedural animation one) I found the method behind a lot of the code in that GDC very fascinating. So I decided "hey, this coding stuff seems like a good challenge thing to practice while I work on refining my art style(s)". I started out in C# (non Unity, because I knew Unity's Mono implementation wasn't the best for what C# can do.), then I found Godot, and I've stuck with it since Godot's 2.x days.
Now as for How do I keep making prototypes? Honestly I'd like to blame it on my relatively short attention span for game mechanics (I tend to not really like to work on one game mechanic for too long or else I get burnt out or lose interest when I do figure it out how to implement it )
@@CassyDaBean That's great, i tried both godot and unity and followed tutorials to do basic things. Godot seemed much more cleaner than unity in terms of UI but it lacks the tutorial variety unity has. I heard godot had its own language thing but i imagine using C# would be far more versitale. Do you recommend learning C# directly from beginner godot/unity tutorials or just plain C# tutorials ?
@@celestialcolosseum Honestly Godot's custom script language is VERY VERY good, at times I prefer it to C#, however if you're wanting C#, I'd say start with creating a Ascii console C# project (that's what I did to learn a lot about C#)
If you’re having trouble finishing projects just do a few game jams! Before I started making larger projects I just did 4 or 5 game jams to practice making a game from start to finish and then releasing it
Really wanted to hear the rest of that Four Souls story, shame the interviewer cut you off after the cat cameo.
🎸 edmund is awesome
No
@@crunchybore2329 yes
god i dont know what im going to do... I want to become someone but i just need motivation but i...
Edmund is the goat 🐐
Edmun, you are a cow on a trash farm you sucker 🚜🐄(just joking love you Edmun)
Edmun, you are a cow on a trash farm you sucker 🚜🐄(just joking love you Edmun)
@@gamehunter3053 I will become back my money 💵
Coool!
#BringBackTheHeadChomp
I would really like to get into professional Gamedev, but to me it looks like there is just way too much competition nowadays, compared to ~15 years ago. Going indie seems insane. And without prior professional gamedev work, existing Studios probably won't want to hire you.
yeah, i tried looking into it and it seems very closed off
Any pronouns holy shit that's a perfect answer, people nowadays tip toeing around forced sensitive make believe stuff that they forgot what's out there and what creativity is.
Stay Golden Edmund.
Yo can’t wait for Alien 2
1:31:11
Second 🥲
:D
Fnaf was amazing and revolutionary for several reasons, it was far from a random meme game that went viral.
Also I think a similar argument goes for Goat simulator.
any pronouns edmund lets fucking goooo
Я що третій?
first
Great interview.. even dodged the woke pronoun garbage like a champ ;-)
She really did, huh? So cool of her!
What even is the point of having that question on there, it's a waste of time for everybody.
I don’t know if that’s why he said that. He seems like a pretty progressive and respectful person. He referred to Maddy Thorson (creator of Celeste) with nonbinary pronouns so I doubt he thinks of it as woke garbage.
@@celestialcolosseumto virtue signal wokeness of course
Nice