Thanks for watching! Hope you learned a ton. ► Learn how to make money from your indie games (free webinar): www.fulltimegamedev.com/opt-in-how-to-make-six-figures ► Enroll in my 3D workshop, free!: www.fulltimegamedev.com/opt-in-15-minute-3D-game ► Make your game instantly beautiful with my free workbook: www.fulltimegamedev.com/opt-in-instant-beauty-color-workbook ► Get my 2D game kit, free: www.fulltimegamedev.com/opt-in-2D-game-kit ► Join my 2D character workshop, free: www.fulltimegamedev.com/opt-in-2d-character-art-workshop ► Wishlist Twisted Tower: store.steampowered.com/app/1575990/Twisted_Tower/ ► Learn how to make money as a RUclipsr: www.fulltimegamedev.com/opt-in-indie-game-income-workshop
as a dev -for lake of time i needed #milestone #plan which i don't have (let see is third person , at least 4 maps ; story of 3-4 hours) -how to #created it should i 1st take care of level/character /npc/other...... -how to archive it in #dead_line -share your #milestone #plan
@@hamzalounis6566 I been making a game but most of it is all in text form because the game is complex because I put in alot of ideas into it. Mine was not a commercial paid project so that's the reason why I allowed my game to have a ridiculous amount of systems and planets in it, allowed the game to grow in size. It has about 400 different enemies in it so far. The text version of it It is now about 635k lines long because there is alot of dialog in in my game... But I have a fast typing speed. But Thomas is right, if you paying other people to make your game in a 3d engine, you have to be careful with the costs of all your assets stuff and so the commercial projects have to be fairly small unless you are a big commercial studio. I was doing a game with many different locations in it. I could do that because it wasn't a commercial project. So that's the reason why my game is not a small project. So what I did was create the dialog of my game first, so I have the dialog system running in Unreal engine in a hundred of little bits and pieces at the moment....Then I can create all the 3d worlds locations after the dialog has all first been put into the engine. Because the game has got progressive dialog storylines going on also in it. Is why I did the dialog first before building all the 3d locations.
This was a much needed piece of information. Thanks. It is nice to be told 50% asset 50% script (tell asset what to do). It is even better that someone actually had the time to tell us newbies what an asset is. I really needed these 3 information to fill in my understanding of what is going on, in this new hobby of mine :)
I used to make games in my middle school tech class with my teacher teaching us through a basic program. Is there a way to learn from scratch from the bottom up how to game dev? It’s been a long time and I wanna see if it’s still something I wanna do
You can get assets (buy or free from unreal or Unity stores), but your gameplay is the heart and soul of your game. Sure, there are also packages for combat, for example. But then your implementation of that package is what will set your game apart. In other words, it’s best to have great gameplay with generic assets (you can create your own custom later), than to have your nice assets without gameplay!
@@bonitoflakes8881 not a lot, mostly because I have somehow been having far to many projects on my plate. I try to keep the stuff I do down to three things, but between learning japanese, reading, gaming, knitting, drawing, winter depression and adulting it starts getting hard to give everything a fair shot. But hoping for some time to it, soon. Have you been progressing or learning something new? :) and happy new year
I've been a full time software engineer for over a decade but have never built a game. My husband and I are now starting to spin up our understanding of project work to build our first mobile app. Thank you for this content.
What annoys me so much about watching videos and many tutorials is that there are people starting at ground 0 who can't even wrap their heads around the most basic concepts of these tools. Its great that you can take those objects and make this children to a parent object, but where did that floor come from? How did you make the trees? Did you import them? make them in the engine? do you MAKE the floor or does a script generate it? is there a tool in the engine that generates a floor? So many videos are always one step ahead in familiarity to far for absolute beginners to follow.
I agree but then again I do think, maybe this just isn’t for us. 😅 Nah seriously I was inspired to download Stencyl after finding out William Pellen from Team Cherry (Hollow Knight) made some games on it years ago but I couldn’t really get anything to work so I think I’ll have to do some more research and try some other tools, also I need a job before I can start paying for the premium options. I’d love a passion job in gaming but just learning how to make a simple game is fulfilling enough for now. I might go on a gaming design course or coding.
@@Umbrella2it’s always easier to have a fundamental knowledge of how coding works. From there creating a game is just having a view point of you creating something from scratch and thinking of it as you’re explaining how something works to a kid. Ex: you want to build a character in a world. What fundamentals do you need to have for that character or person to exist. You’ll need a floor. So you make a line that represents a floor. Now you put a character on and run a test. The character will fly through that line. Why did it do that? Oh yes because that line represents a floor but you did not tell the floor that it should not allow something to pass through it. You tell the floor that it shouldn’t allow anything to pass through it. Congrats now you have a floor. But it’s missing something. It’s missing all the other things that make it a floor. And that’s how scripting and programming a game works. You have to tell each object you place in the world what it is. How it should interact with other things. Etc. in the end you realize it’s just one block that builds on other blocks etc. but to make a game you must think of each component and setting as if they are a kid and you need to tell them exactly everything they must do.
@masterflamewing234 Huh... that explanation makes me think of the Stormlight Archive in getting things to change form. Absolutely love this explanation. Actually made a couple things settle in my head
I just watched another video, above this one in my search results, and felt two different energies. The first left me feeling less capable of making a game while this one immediately made me feel more capable. I think that's because this one conveyed quickly the knowledge to get started. Thanks
This is amazing! If I had this explained to me before getting into Game Dev, this would have saved so much time learning the lingo. Great Video Thomas!
This was an amazing explanation! I’ve been learning c# recently and was struggling to find where the programming came into place/how everything in development is usually organized, and this answered most of my questions. Thank you!
Fantastic video. I love playing games. Now, I have a simple yet solid understanding of how they're made. The next step in learning how to make games is much clearer to me now. Thanks.
FINALLY. An actual video for people starting at 0 than people with programming and pre game dev knowledge. Just like the other commenters said, it's annoying when other videos explain in a way like "yeah this is ekjdfkjef you know" (just pretend it said something techy af) like what is that I have so many questions LMAO
11:53 True! Even big AAA studios dont make everything from scratch themselves every time. They use middleware like SpeedTree and FMOD. They use Quixel Megascans (even if they don't use Unreal). They reuse common animations between games. They hire contractors and support studios. They use open source code. Trying to do everything yourself is a very poor use of your time.
That's probably why I'll never be a real gamedev despite building a game myself using my company's graphical software. I build everything from scratch sans the most essential tools coming in the software library (like connect two points, shift point by n pixels etc.) so it's almost recreating the 1980s Miyamoto experience at Nintendo: no game engine, no imported assets. Full creative control. I spent so much time building a damn brick wall just because I wanted the mortar traces to be laid out intermittently like it would be in a real building. It takes me a good few evenings just to animate my character's legs and even that's solely on the Y axis, with much work ahead of me before I can at least make him walk the way all over the map you could expect from a Sierra text parser Quest game. That's not even to mention how I've barely even scratched the surface of my own text parsing mechanics because yup, that's gonna be there as well. But I absolutely love it. I go to a swimming pool for an hour every Sunday and I quite literally think about nothing but the algorithm, often coming up with new workarounds in my mind in between successive dives. Even when I get stuck, I find solace in just looking at the screen I've built so far and marvel at my own ingenuity. It's 100% impractical, but I'm a veteran of reinventing the wheel. Because the only reason why I want to do it is to prove to myself that I can.
Does a Welder mine their Ore, too? Smelt it? Manufactures it? Are you 60, but also 16? Are you flying an airplane while you're driving a car? Are you driving a car while flying an airplane? Your talents are far more productive doing what you do best and love the absolute most rather than 2nd most. You might really LOVE Flying and always want to fly, but even birds get tired and walk and land out of necessity. But they're born to FLY. IF, in a Perfect World you can ALWAYS DO what you LOVE MOST, and never SECOND MOST, then do that. Doing anything other than that is absolutely, completely, and utterly a slap in your own face and absolutely everyone who survived long enough just so you had even a single sliver of silver nut hair's chance at an opportunity. You're either a Chicken, or you're an Eagle. Go be the Eagle you clearly are.
Enrolled in one of your courses to see what you're about. If I really love it I'll add this knowledge to a great game I've been working on. I have the story almost complete but I need to get it to come to life!
Good luck! I’d love to be a game dev, would be such a fulfilling job for me personally but I find it quite complicated from what I’ve seen tbh, perhaps I’m just not meant to be one. 😅😢 I even tried downloading stencyl and just looked at it for an hour without doing a single thing. 😅
Suggestion then. I haven't released anything personally, but I'm still working on my story. It's almost fleshed out and sounds good to a lot of people. Once I get that well grounded, I'm going to make my own art as well, and code the movement soon after. I use Unreal Engine 5 as well. I had to spend months learning it, and I'm still learning how to use some things on it. It's a vast tool. Maybe pair up with someone who has experience with something. I for one would love it if I could find someone just to either work on the music or art. I am making slow progress. The first time I tried making my game I had no idea of how I wanted to story to unfold. Now it's got a better plot that makes sense, characters that have goals, I have given some of them weaknesses that will make the game a little funny, and the hardest part, is getting myself to believe it will turn a profit when I doubt myself the most. Don't quit if this is your goal. If you want the idea to come to life that badly, week by week, try , try and try again to make it come to life. This is what being a wizard is all about. Soon you won't know just how far you've come. Even Ronald Wesley had the broom stick hit him in the face when trying to learn to fly. LOL@@Umbrella2
This video has been the absolute best in explaining how game development works “for dummies”. I’ve been having a hell of a time understanding how it all works but with this, it provides a whole different approach to game development for me. Thank you for the time and effort you took to make this invaluable explanation video!
I was picking up UE5 at the start of last year when UEFN came out and that's what I learned on an have been successful in, but I just got recommended this video for whatever reason and I wanted to say this is a great overview and I think it's really important to make content like this that demystifies and defines a process. So many people talk about what they want to do but not enough people know how to even start and this could be the push they need. Hope your course is going well.
Some quick suggestions: After you have chosen a game engine, read up on the main scripting principles and concepts it has (like from the official documentation: In the Unity manual there is a "Scripting Concepts" section for example). Then you have RUclipsrs who focus on some sort of overlap between good development practices and game dev, like Infallible Code or Jason Weimann. And generally, agnostic to engines, you can read up on design patterns. There are some that are especially common or useful with game dev, like the state pattern. If you look up "Game Programming Patterns" you will find a great site for that. Although most of them are just the regular design patterns that apply in regular software development as well. Paradigms in general: Engines like Unity or Unreal mainly have an Entity-Component architecture in place (although it's a bit muddled in Unreal because there is also a lot of inheritance going on - note that those things aren't necessarily exclusie from another). You can read up on that if you want. Basically a Entity is a container of components, and components define data and behaviours. So you'd approach interactions not from the basis of what something is (inheritance) but rather from the perspective of what someone has attached to it (composition). Some engines also use Entity-Component-System architecture where data and logic operating on those data instances are separate.
I loved this video, believe it or not, been searching YT like crazy trying to find someone explaining this, the concept the organization, at a high level, all the different components that goes into technically making a game. This gives so much direction for wannabe game devs like me, thank you!
Bro i know nothing about coding, i know nothing about game development, i know nothing about the game i want to make apart from it being a huge open world mmorpg, i am that guy in his mothers basement and I’ve come here to learn, this is going to rock
I thought I was gonna be able to have fun while making a game that was the whole point of me wanting to make one but I see you have to code everything.
Thomas be like: games should rarely be made from scratch... Me: Yah hold that thought I gotta finish this game that is almost completely from scratch XD.
I've been researching for 5 days on who to learn from and the biggest struggle is understanding the language on what people are talking about, much like American VS European English
The only thing I've a problem with is audio editing/making. I've no idea how to do it. Being a digital artist before a game dev really helped me though, I've no problem in photo editing, Sprite making and 3d modelling.
Sad news for you Thomas. I began learning C sharp and Unity back around 2023Nov. And guess what. RUclips decide to push this video to me exactly 1 yr after I start game dev. Good job RUclips. Very good introduction on what game development is about.
My guy, you have convinced me to give unity a try, I struggled with unreal engine for a while, havent learned anything from it, and its just too complicated too me for now and I dont need the crazy high graphics or anything just yet if im a beginner, Unity should be easier for me to get into and I can get used to the basics of stuff and make my dream 2d game before attempting my dream 3d games
as someone who is just starting their journey into game dev its looking like i need to learn c language first, great video thanks for sharing all this info with us.
As someone planning to go to school for CS. With the intent to get into game development. This is good information without a doubt. And I know I can likely learn this on my own. However I've already been to college so my prereqs less Math is already done. So it'd be far cheaper than someone coming in green and with 0 credits. Plus I can get a head start watching these videos and practicing on my own before enrolling. As a hardcore gamer. There are things I want to do in the industry that could benefit all gamers. Advance the field in graphics processing, game mechanics, animation, etc. Having a hand in perfecting something I love to do has always been my passion. Just sucks it took me till the age of 27 to realize this.
This is the video I've been looking for. I just want to learn what IS game dev because it seems like something that I would enjoy as a side hobby but I'm skeptical if I'm even capable of learning. All of the other videos I've tried to watch seem to assume some level of pre-knowledge, like "just pick an engine and start" ...brother I don't even know which game engines exist. I need to be spoon fed while I get my toes wet lol. It's only been about an hour since I watched this video and I'm already learning the basics of how unity works. Thank you!
This is the only "game development for beginners" I've found that is actually good because it shows the relationship between components, scripts, etc in a clear way. So many of them just babble on about game design principles and don't explain the fundamentals of how game files are put together. THANK YOU!
Hey Thomas! Love your videos. Just wanted to let you know that the community-accepted pronunciation of Godot is "guh-dough" (emphasis on the 2nd syllable)
I didn't know anything about game developing, but playing Stardew Valley made me interested in it. Now that i know what it is, i really want to learn more about this. Thank you for your clear explanation sir ^-^
This is a random comment and just believing in the power of community that will lead me where I need to go. Im a game dev for VR games, mainly under META (Horizon Worlds). Im ok with graphics and scripting, getting players to play my games, feedback etc BUT last week my games went to mobile with FETA* and Im feeing this pull for something but IDK where to go yet.
part2 - Most of our games are very social, not studio like - since all of us learned by ourselves and grew from nothing to have games iwith thousands of players daily and still - I don't think I am where i need to be when it comes to growth. My career is marketing and I know all things about graphics 2D, edits etc and I know when i hit the sweet spot on my projects and it will make that sale, I know when Im able to bring the magic to a project but in gaming Im still struggling to get there.
part3 - I just published a laser tag game - very simple mechanics but people love it. We have around 100 players daily playing for hours and im proud of it but it still lacks UI, it lacks power ups and better sounds .. ugh. The thing is - I know a few things that need to get better but Idk how and i can't even imagine all the things Im not aware yet.
part4 - Can anybody share any wisdom with me? Should I do a course? I don't have a budget to invest in expensive stuff but I have time, energy, a team to work on projects and the support of FETA* on my games. Im really trying to be good at this. I love what I do and I wanna grow and know what Im doing. Thanksss
For any Newbies out there who haven’t even downloaded an Engine or IDE here’s my tidbit of advice. Unity: Unity is basically a blank canvas that you can do whatever you want. You are only limited by your knowledge. So as a newbie it can be overwhelming. UE: Unreal is basically a Minecraft version of video game making. It doesn’t take a lot of knowledge and most things are already made for you, you just have to buy them… it’s owned by the same people who own Fortnite so money-grabbers. You can create your own code but you’ll see there’s way more options on assets in UE than Unity because they know more newbies are on there and probably aren’t talented with 3D sculpting yet or rigging or code or physics, etc… They both have their pros and cons. I actually have both downloaded but even starting out I preferred Unity more just because I felt more free and no so constrained to “color within their lines” so to speak. I would say the biggest deciding factor on if you should use Unity or Unreal is how complex is the game you’re making? More complex the more likely you’re going to be forced to use Unity or even build your own Dev software one day 😱
@@Theguywhoasksquestions well i made chess pong and mario clone flappy bird using bunch of tools such as raylib with c++ and unity c# godot gdscript , also i learned dsa as it was in the curriculum of my b tech course . Progress is going good but making a big game is a task i need to do , I want to make an original game now that I and some of my friends will be making together
I’m seriously considering studying software engineering and game development, but I’m not that confident in my skills to achieve it. But as I’m open to learning new things maybe I shouldn’t blow it before I try it
Where do you go once you DO make a game? Do you post them to websites specialized in promoting smaller creators? So you start a website? I’m referring to Indie game creation of course
so this is how the terms correlate between engines: *main terms* Godot: Script[logic:gdscript,C#], Node[asset], scene[world_environment] {gd-visual-scripting discontinued... for now} Unity: Component[logic:Bolt,C#], Game Object[asset], scene[world_environment] Unreal: Component[logic:Blueprint,C++], Actor[asset], Level[world_environment] *update and initialization functions* Godot: _physics_process[physics] & _process[logic] && _init(){class} & _ready(){node}[init-logic] Unity: FixedUpdate[physics] & Update[loop-logic] && Start[init-logic] Unreal: TickComponent[?update-frame?] && CreateState[init-logic] \\Unreal has a weird way of updating it seems... using either the actor for the container or the engine takes care of it... somehow. generally Tick is *update* and CreateState is *initialization...* that or plain variable initialization in C++.🤷♂// the main things that go into an asset via scripting in game is: camera, collision, physics, audio, and animation[rendering over time] events. segment everything into it's own contained piece and then connect it to the entity within the game. Hope you have a great day & Safe Travels!
@@KomodoBitGames I found it within the unreal scripting docs, so it might be a bit inaccurate[due to my inexperience with unreal]... I tried to see if there was a *equivalent function* for both the *physics and logic loops* but couldn't find any. [EDIT: oh.... I guess that is the case, thanks for the catch! it appears I was looking at 5.2 docs and maybe you were on 4, though it also seems with C++ scripting header files are where the initialization happens and C++ logic is were the functions are run] Hope you have a great day & Safe Travels!
🎯 Key Takeaways for quick navigation: 00:00 🎮 Understanding the Basics of Game Development - Video games are made similarly across different engines. - Game development involves assets and scripts that dictate how assets behave. - Game developers work with multiple applications simultaneously during the game creation process. 01:26 🛠 Choosing the Right Game Engine - Various game engines are available, with Unity being user-friendly for indie game development. - Unity, Unreal, Godot, and GameMaker are commonly used engines. - The choice of engine depends on the game's scale and complexity. 02:34 🖼 Creating and Managing Game Assets - Game development involves creating digital assets, such as images, audio files, and 3D models. - The majority of game development work revolves around manipulating these assets to fit the game's needs. - A wide range of software tools is used to create and edit assets. 03:43 📦 Understanding Game Objects and Components - Game objects in Unity are containers for components. - Components can include colliders, rigid bodies, audio sources, text, cameras, and custom scripts. - Game objects can be organized into hierarchies by parenting them to others. 05:20 📸 Working with Cameras - Cameras are essential for defining the player's perspective in the game. - You can use multiple cameras and switch between them for various game styles. - Tools like Cinemachine can simplify camera control. 07:49 📜 Writing Scripts in Game Development - Game objects are controlled through scripts, which guide their behavior. - Scripts are typically written in C# (Unity) or C++ (Unreal). - The key scripting functions are "Start" (for one-time actions) and "Update" (for continuous actions). 09:54 📊 Understanding Variables and Functions - Variables are fundamental in scripting, representing data like Booleans, strings, integers, and floats. - Variables are used within functions, like "Start" and "Update," to control game behavior. - Functions in game development are akin to commands that game objects follow on a loop. 11:46 💡 A Secret Tip: Leveraging Pre-made Assets - Game developers often use pre-made assets from sources like the Unity Asset Store, TurboSquid, and more. - These assets can save time and effort, but they should be customized to fit the game's style and design. - Economically using and modifying pre-made assets is a hallmark of successful game development. Made with HARPA AI
I’m learning how to be a web dev right now but eventually I want to go into game development on the side once I’ve gotten software engineering down for awhile. I need a job first and money lol is that common at all? To go down that route? I’m so new to this but when I messed around with Unity before my software engineering bootcamp I had so much fun.
How would you recommend me going about learning how to code a 2d game from scratch? I have my own Idea of a game but have no idea if I should pay for something like a 1-on-1 tutor on how to code, or if I should look for something here on RUclips. What do you think
Could you just PLEASE ONCE TALK ABOUT WHAT KIND OF A PC AND WHAT SPECS ON IT ONE WOULD EEN NEED TO MAKE 3D GAMES WITH? Ik you coukd just say that "ooh the Pc Specs DoN't MaTtEr..." as many do... BUT IT DOES INDEED MATTER,ESPECIALLY FOR 3D MODELING,ANIMATIONS,VIDEI EDITING AND SO MUCH MORE... so...WHAT WOULD YOU HAVE RECOMMENDED TO SOMEONE TO LOOK FOR IN A PC TO EVEN BE ABLE TO DO SOME OF THE MORE DEMANDING TASKS FOR THE GAME DEVELOPMENT???
Yep. I’m a dummy. You lost me after Assets and Scripts. Everything else started sounding like gibberish. I’ll just stick to playing games. Having the discipline to sit and learn all of this shit is commendable and I will be forever grateful that developers exist. Me small dumb dumb brain no understand-o lol
Thanks for watching! Hope you learned a ton.
► Learn how to make money from your indie games (free webinar): www.fulltimegamedev.com/opt-in-how-to-make-six-figures
► Enroll in my 3D workshop, free!: www.fulltimegamedev.com/opt-in-15-minute-3D-game
► Make your game instantly beautiful with my free workbook: www.fulltimegamedev.com/opt-in-instant-beauty-color-workbook
► Get my 2D game kit, free: www.fulltimegamedev.com/opt-in-2D-game-kit
► Join my 2D character workshop, free: www.fulltimegamedev.com/opt-in-2d-character-art-workshop
► Wishlist Twisted Tower: store.steampowered.com/app/1575990/Twisted_Tower/
► Learn how to make money as a RUclipsr: www.fulltimegamedev.com/opt-in-indie-game-income-workshop
as a dev
-for lake of time i needed #milestone #plan which i don't have
(let see is third person , at least 4 maps ; story of 3-4 hours)
-how to #created it
should i 1st take care of level/character /npc/other......
-how to archive it in #dead_line
-share your #milestone #plan
I want to learn unity so which other programming languages should i learn before starting unity ?
Is learning how to make game make it easier to mod other game?
@@hamzalounis6566 I been making a game but most of it is all in text form because the game is complex because I put in alot of ideas into it. Mine was not a commercial paid project so that's the reason why I allowed my game to have a ridiculous amount of systems and planets in it, allowed the game to grow in size. It has about 400 different enemies in it so far. The text version of it It is now about 635k lines long because there is alot of dialog in in my game... But I have a fast typing speed.
But Thomas is right, if you paying other people to make your game in a 3d engine, you have to be careful with the costs of all your assets stuff and so the commercial projects have to be fairly small unless you are a big commercial studio. I was doing a game with many different locations in it. I could do that because it wasn't a commercial project. So that's the reason why my game is not a small project.
So what I did was create the dialog of my game first, so I have the dialog system running in Unreal engine in a hundred of little bits and pieces at the moment....Then I can create all the 3d worlds locations after the dialog has all first been put into the engine. Because the game has got progressive dialog storylines going on also in it. Is why I did the dialog first before building all the 3d locations.
@@Adam-kk7nwabsolutely!! But it depends what game uses what code!!
This was a much needed piece of information. Thanks. It is nice to be told 50% asset 50% script (tell asset what to do). It is even better that someone actually had the time to tell us newbies what an asset is. I really needed these 3 information to fill in my understanding of what is going on, in this new hobby of mine :)
lol yeah exactly! My newest hobby as well, and I’m 95% wanting to code and 5% wanting to model assets, so starting from scratch?! No way!
I used to make games in my middle school tech class with my teacher teaching us through a basic program. Is there a way to learn from scratch from the bottom up how to game dev? It’s been a long time and I wanna see if it’s still something I wanna do
You can get assets (buy or free from unreal or Unity stores), but your gameplay is the heart and soul of your game.
Sure, there are also packages for combat, for example. But then your implementation of that package is what will set your game apart.
In other words, it’s best to have great gameplay with generic assets (you can create your own custom later), than to have your nice assets without gameplay!
Did you make progress?
@@bonitoflakes8881 not a lot, mostly because I have somehow been having far to many projects on my plate. I try to keep the stuff I do down to three things, but between learning japanese, reading, gaming, knitting, drawing, winter depression and adulting it starts getting hard to give everything a fair shot. But hoping for some time to it, soon.
Have you been progressing or learning something new? :) and happy new year
I've been a full time software engineer for over a decade but have never built a game. My husband and I are now starting to spin up our understanding of project work to build our first mobile app. Thank you for this content.
I want to see what you both come up with!
does SE pay well
what kind of mobile game?
any updates on this mobile app?
@@rnapol3266 pretty slow going but we’ve built up a story board, concept art, and dev environment.
What annoys me so much about watching videos and many tutorials is that there are people starting at ground 0 who can't even wrap their heads around the most basic concepts of these tools. Its great that you can take those objects and make this children to a parent object, but where did that floor come from? How did you make the trees? Did you import them? make them in the engine? do you MAKE the floor or does a script generate it? is there a tool in the engine that generates a floor? So many videos are always one step ahead in familiarity to far for absolute beginners to follow.
In roblox it's easier to understand
Everything can be a script and a script can be anything
I agree but then again I do think, maybe this just isn’t for us. 😅 Nah seriously I was inspired to download Stencyl after finding out William Pellen from Team Cherry (Hollow Knight) made some games on it years ago but I couldn’t really get anything to work so I think I’ll have to do some more research and try some other tools, also I need a job before I can start paying for the premium options.
I’d love a passion job in gaming but just learning how to make a simple game is fulfilling enough for now.
I might go on a gaming design course or coding.
@@Umbrella2it’s always easier to have a fundamental knowledge of how coding works. From there creating a game is just having a view point of you creating something from scratch and thinking of it as you’re explaining how something works to a kid. Ex: you want to build a character in a world. What fundamentals do you need to have for that character or person to exist. You’ll need a floor. So you make a line that represents a floor. Now you put a character on and run a test. The character will fly through that line. Why did it do that? Oh yes because that line represents a floor but you did not tell the floor that it should not allow something to pass through it. You tell the floor that it shouldn’t allow anything to pass through it. Congrats now you have a floor. But it’s missing something. It’s missing all the other things that make it a floor. And that’s how scripting and programming a game works. You have to tell each object you place in the world what it is. How it should interact with other things. Etc. in the end you realize it’s just one block that builds on other blocks etc. but to make a game you must think of each component and setting as if they are a kid and you need to tell them exactly everything they must do.
@@masterflamewing234 Very well explained
@masterflamewing234 Huh... that explanation makes me think of the Stormlight Archive in getting things to change form.
Absolutely love this explanation. Actually made a couple things settle in my head
I just watched another video, above this one in my search results, and felt two different energies. The first left me feeling less capable of making a game while this one immediately made me feel more capable. I think that's because this one conveyed quickly the knowledge to get started. Thanks
This is amazing! If I had this explained to me before getting into Game Dev, this would have saved so much time learning the lingo. Great Video Thomas!
This was an amazing explanation! I’ve been learning c# recently and was struggling to find where the programming came into place/how everything in development is usually organized, and this answered most of my questions. Thank you!
Fantastic video. I love playing games. Now, I have a simple yet solid understanding of how they're made. The next step in learning how to make games is much clearer to me now. Thanks.
FINALLY. An actual video for people starting at 0 than people with programming and pre game dev knowledge. Just like the other commenters said, it's annoying when other videos explain in a way like "yeah this is ekjdfkjef you know" (just pretend it said something techy af) like what is that I have so many questions LMAO
11:53 True! Even big AAA studios dont make everything from scratch themselves every time. They use middleware like SpeedTree and FMOD. They use Quixel Megascans (even if they don't use Unreal). They reuse common animations between games. They hire contractors and support studios. They use open source code. Trying to do everything yourself is a very poor use of your time.
Needed to read this. Thank you for this info! 👍🏾
I disagree wholeheartedly.
That's probably why I'll never be a real gamedev despite building a game myself using my company's graphical software. I build everything from scratch sans the most essential tools coming in the software library (like connect two points, shift point by n pixels etc.) so it's almost recreating the 1980s Miyamoto experience at Nintendo: no game engine, no imported assets. Full creative control. I spent so much time building a damn brick wall just because I wanted the mortar traces to be laid out intermittently like it would be in a real building. It takes me a good few evenings just to animate my character's legs and even that's solely on the Y axis, with much work ahead of me before I can at least make him walk the way all over the map you could expect from a Sierra text parser Quest game. That's not even to mention how I've barely even scratched the surface of my own text parsing mechanics because yup, that's gonna be there as well.
But I absolutely love it. I go to a swimming pool for an hour every Sunday and I quite literally think about nothing but the algorithm, often coming up with new workarounds in my mind in between successive dives. Even when I get stuck, I find solace in just looking at the screen I've built so far and marvel at my own ingenuity.
It's 100% impractical, but I'm a veteran of reinventing the wheel. Because the only reason why I want to do it is to prove to myself that I can.
Does a Welder mine their Ore, too?
Smelt it?
Manufactures it?
Are you 60, but also 16?
Are you flying an airplane while you're driving a car?
Are you driving a car while flying an airplane?
Your talents are far more productive doing what you do best and love the absolute most rather than 2nd most.
You might really LOVE Flying and always want to fly, but even birds get tired and walk and land out of necessity. But they're born to FLY.
IF, in a Perfect World you can ALWAYS DO what you LOVE MOST, and never SECOND MOST, then do that. Doing anything other than that is absolutely, completely, and utterly a slap in your own face and absolutely everyone who survived long enough just so you had even a single sliver of silver nut hair's chance at an opportunity.
You're either a Chicken, or you're an Eagle. Go be the Eagle you clearly are.
Hey man AMAZING video right here! I'm learning game dev and you managed to concisely fit so many game dev essentials into 13 mins :)
My brain hurts even trying code.
Enrolled in one of your courses to see what you're about. If I really love it I'll add this knowledge to a great game I've been working on. I have the story almost complete but I need to get it to come to life!
Good luck! I’d love to be a game dev, would be such a fulfilling job for me personally but I find it quite complicated from what I’ve seen tbh, perhaps I’m just not meant to be one. 😅😢
I even tried downloading stencyl and just looked at it for an hour without doing a single thing. 😅
Suggestion then. I haven't released anything personally, but I'm still working on my story. It's almost fleshed out and sounds good to a lot of people. Once I get that well grounded, I'm going to make my own art as well, and code the movement soon after. I use Unreal Engine 5 as well. I had to spend months learning it, and I'm still learning how to use some things on it. It's a vast tool. Maybe pair up with someone who has experience with something. I for one would love it if I could find someone just to either work on the music or art. I am making slow progress. The first time I tried making my game I had no idea of how I wanted to story to unfold. Now it's got a better plot that makes sense, characters that have goals, I have given some of them weaknesses that will make the game a little funny, and the hardest part, is getting myself to believe it will turn a profit when I doubt myself the most. Don't quit if this is your goal. If you want the idea to come to life that badly, week by week, try , try and try again to make it come to life. This is what being a wizard is all about. Soon you won't know just how far you've come. Even Ronald Wesley had the broom stick hit him in the face when trying to learn to fly. LOL@@Umbrella2
This video has been the absolute best in explaining how game development works “for dummies”. I’ve been having a hell of a time understanding how it all works but with this, it provides a whole different approach to game development for me. Thank you for the time and effort you took to make this invaluable explanation video!
i always love to call you the indie games philosopher , i love the content you share it absolutely enlighten my mind and opens it to understand
I was picking up UE5 at the start of last year when UEFN came out and that's what I learned on an have been successful in, but I just got recommended this video for whatever reason and I wanted to say this is a great overview and I think it's really important to make content like this that demystifies and defines a process. So many people talk about what they want to do but not enough people know how to even start and this could be the push they need. Hope your course is going well.
As a web dev I would love to see a video on switching from different programming paradigms into game dev!
Some quick suggestions: After you have chosen a game engine, read up on the main scripting principles and concepts it has (like from the official documentation: In the Unity manual there is a "Scripting Concepts" section for example). Then you have RUclipsrs who focus on some sort of overlap between good development practices and game dev, like Infallible Code or Jason Weimann. And generally, agnostic to engines, you can read up on design patterns. There are some that are especially common or useful with game dev, like the state pattern. If you look up "Game Programming Patterns" you will find a great site for that. Although most of them are just the regular design patterns that apply in regular software development as well.
Paradigms in general: Engines like Unity or Unreal mainly have an Entity-Component architecture in place (although it's a bit muddled in Unreal because there is also a lot of inheritance going on - note that those things aren't necessarily exclusie from another). You can read up on that if you want. Basically a Entity is a container of components, and components define data and behaviours. So you'd approach interactions not from the basis of what something is (inheritance) but rather from the perspective of what someone has attached to it (composition). Some engines also use Entity-Component-System architecture where data and logic operating on those data instances are separate.
Thank you so much for inspiring me through my hard journey of becoming a game dev! Wish you best luck and success!!
I loved this video, believe it or not, been searching YT like crazy trying to find someone explaining this, the concept the organization, at a high level, all the different components that goes into technically making a game. This gives so much direction for wannabe game devs like me, thank you!
This was very helpful. Ive been wanting this to be my career path and getting a better understanding before looking for a college is great.
I’m about to study game development and I’m extremely nervous 😬 this video is helping me to have a better understanding when I start.
Ive been an ecommerce developer but i still remember how excited i was when making an android game way back college. I want to be a game dev now
Hey Man, u have helped so much throughout my journey of game dev, I hope I can buy ur courses soon, btw I find your story extremely inspiring!!
Bro i know nothing about coding, i know nothing about game development, i know nothing about the game i want to make apart from it being a huge open world mmorpg, i am that guy in his mothers basement and I’ve come here to learn, this is going to rock
Yes !! I've been waiting for this ! Thank you , Thomas !
I thought I was gonna be able to have fun while making a game that was the whole point of me wanting to make one but I see you have to code everything.
This video was amazing! Everything was so really clearly explained
Thomas be like: games should rarely be made from scratch...
Me: Yah hold that thought I gotta finish this game that is almost completely from scratch XD.
The clip of the hockey player going airborne at 8:20 was hilarious lol
thankyou thomas, this is indeed giving me a view how i should perform on developing a game
I'm not new to these things but it's really good to know how you make games in general. I just know programming and web development stuff.
I've been researching for 5 days on who to learn from and the biggest struggle is understanding the language on what people are talking about, much like American VS European English
The only thing I've a problem with is audio editing/making. I've no idea how to do it. Being a digital artist before a game dev really helped me though, I've no problem in photo editing, Sprite making and 3d modelling.
Sad news for you Thomas. I began learning C sharp and Unity back around 2023Nov. And guess what. RUclips decide to push this video to me exactly 1 yr after I start game dev. Good job RUclips.
Very good introduction on what game development is about.
My guy, you have convinced me to give unity a try, I struggled with unreal engine for a while, havent learned anything from it, and its just too complicated too me for now and I dont need the crazy high graphics or anything just yet if im a beginner, Unity should be easier for me to get into and I can get used to the basics of stuff and make my dream 2d game before attempting my dream 3d games
I bought pinstripe to support you! I'm starting to do game dev and your videos are very encouraging so I wanted to support your art.
as someone who is just starting their journey into game dev its looking like i need to learn c language first, great video thanks for sharing all this info with us.
As someone planning to go to school for CS. With the intent to get into game development. This is good information without a doubt. And I know I can likely learn this on my own. However I've already been to college so my prereqs less Math is already done. So it'd be far cheaper than someone coming in green and with 0 credits. Plus I can get a head start watching these videos and practicing on my own before enrolling. As a hardcore gamer. There are things I want to do in the industry that could benefit all gamers. Advance the field in graphics processing, game mechanics, animation, etc. Having a hand in perfecting something I love to do has always been my passion. Just sucks it took me till the age of 27 to realize this.
Better late than never!!!
This is the video I've been looking for. I just want to learn what IS game dev because it seems like something that I would enjoy as a side hobby but I'm skeptical if I'm even capable of learning. All of the other videos I've tried to watch seem to assume some level of pre-knowledge, like "just pick an engine and start" ...brother I don't even know which game engines exist. I need to be spoon fed while I get my toes wet lol. It's only been about an hour since I watched this video and I'm already learning the basics of how unity works. Thank you!
This is the only "game development for beginners" I've found that is actually good because it shows the relationship between components, scripts, etc in a clear way. So many of them just babble on about game design principles and don't explain the fundamentals of how game files are put together. THANK YOU!
Hey Thomas! Love your videos. Just wanted to let you know that the community-accepted pronunciation of Godot is "guh-dough" (emphasis on the 2nd syllable)
Thanks for the video. I sent it to my son because he is interested in game developing.
Really good video, so much more clear than other vids I’ve seen
I didn't know anything about game developing, but playing Stardew Valley made me interested in it. Now that i know what it is, i really want to learn more about this. Thank you for your clear explanation sir ^-^
This is a very good video. Congratulations Thomas!
(mentioning coding as) "... magical spells that tell the assets how to behave..." I loved this explanation:)
Thanks Thomas. That was very simply explained.
10:55 its you should write it as private void
Start(){
..........
}
or you should write it as
void Start(){
}
1:17, soon as I saw this I closed the vid, my editing skills are something that should be locked up and thrown into a dungeon
How abt now
Love it! Back to the basics
Thomas, the man responsible for motivating me to finally make my dream open world game and post about it on RUclips 🙈
Thank you so much man 🙏🙏
open world game solo ? see you in 10 years haha. Or really cut down a lot of stuff ship as soon as possible and iterate on it
@@captainnoyaux 😂😂 yeah man
@@hamzahgamedev good luck my friend !
This is a random comment and just believing in the power of community that will lead me where I need to go. Im a game dev for VR games, mainly under META (Horizon Worlds). Im ok with graphics and scripting, getting players to play my games, feedback etc BUT last week my games went to mobile with FETA* and Im feeing this pull for something but IDK where to go yet.
part2 - Most of our games are very social, not studio like - since all of us learned by ourselves and grew from nothing to have games iwith thousands of players daily and still - I don't think I am where i need to be when it comes to growth. My career is marketing and I know all things about graphics 2D, edits etc and I know when i hit the sweet spot on my projects and it will make that sale, I know when Im able to bring the magic to a project but in gaming Im still struggling to get there.
part3 - I just published a laser tag game - very simple mechanics but people love it. We have around 100 players daily playing for hours and im proud of it but it still lacks UI, it lacks power ups and better sounds .. ugh. The thing is - I know a few things that need to get better but Idk how and i can't even imagine all the things Im not aware yet.
part4 - Can anybody share any wisdom with me? Should I do a course? I don't have a budget to invest in expensive stuff but I have time, energy, a team to work on projects and the support of FETA* on my games. Im really trying to be good at this. I love what I do and I wanna grow and know what Im doing. Thanksss
Amazing explanation man, it's not easy to simplify it like this
For any Newbies out there who haven’t even downloaded an Engine or IDE here’s my tidbit of advice.
Unity: Unity is basically a blank canvas that you can do whatever you want. You are only limited by your knowledge. So as a newbie it can be overwhelming.
UE: Unreal is basically a Minecraft version of video game making. It doesn’t take a lot of knowledge and most things are already made for you, you just have to buy them… it’s owned by the same people who own Fortnite so money-grabbers. You can create your own code but you’ll see there’s way more options on assets in UE than Unity because they know more newbies are on there and probably aren’t talented with 3D sculpting yet or rigging or code or physics, etc…
They both have their pros and cons. I actually have both downloaded but even starting out I preferred Unity more just because I felt more free and no so constrained to “color within their lines” so to speak. I would say the biggest deciding factor on if you should use Unity or Unreal is how complex is the game you’re making? More complex the more likely you’re going to be forced to use Unity or even build your own Dev software one day 😱
Another knowledge that can apply to help in my script, Thank you man
I'm a big dummy. LOL.
Well I'm that dummy too.
I'm a dummy with more than 3 year experience 😂
Same
I have dreams of making big games yet I have no experience with code at all. Im probably the biggest dummy here.
I’m am such a dummy when it comes to coding
This is exactly what I was looking for. Thank you!!!
Such an excellent, simplified explanation. Thank you so much🙏
I am watching game dev content for years but never made any lol (i was a teen and this year became an adult )
Hope i will start after this
Did you start?
@@junbowman yes
@WiLDbEAsTGameSHere How's the progress coming?
@@Theguywhoasksquestions well i made chess pong and mario clone flappy bird using bunch of tools such as raylib with c++ and unity c# godot gdscript , also i learned dsa as it was in the curriculum of my b tech course . Progress is going good but making a big game is a task i need to do , I want to make an original game now that I and some of my friends will be making together
This demystified a lot. Thank you!
wow, thanks for the incredible info buddy ✨
you've a very good style of explanation.
I like the way you explained everything! :)
I’m seriously considering studying software engineering and game development, but I’m not that confident in my skills to achieve it. But as I’m open to learning new things maybe I shouldn’t blow it before I try it
Nice! Thanks for the info!
"Unity is pretty awesome" oh boy that didnt age well
Bro.😭
Go home GoDot troll
Why
@@igotdarkaether4813 He's clueless
@@WyMustIGo lol
"What aren't okay," hadn't expected to witness my first audible typo but cool
Thank you this was the push I was looking for
This is awesome 💪💪💪 keep up the good work 👍
I wish I knew how to make a youtube series about a video game I like to play.
Awesome in simple language..
Simple version: use already created assets
btw where to find a 3d graphic ready for creating the assets for us and be paid for that?
@5:42 what online forum is that
Great content very informative!
Thank you so much for making this video ❤
Where do you go once you DO make a game? Do you post them to websites specialized in promoting smaller creators? So you start a website? I’m referring to Indie game creation of course
so this is how the terms correlate between engines:
*main terms*
Godot: Script[logic:gdscript,C#], Node[asset], scene[world_environment] {gd-visual-scripting discontinued... for now}
Unity: Component[logic:Bolt,C#], Game Object[asset], scene[world_environment]
Unreal: Component[logic:Blueprint,C++], Actor[asset], Level[world_environment]
*update and initialization functions*
Godot: _physics_process[physics] & _process[logic] && _init(){class} & _ready(){node}[init-logic]
Unity: FixedUpdate[physics] & Update[loop-logic] && Start[init-logic]
Unreal: TickComponent[?update-frame?] && CreateState[init-logic]
\\Unreal has a weird way of updating it seems... using either the actor for the container or the engine takes care of it... somehow. generally Tick is *update* and CreateState is *initialization...* that or plain variable initialization in C++.🤷♂//
the main things that go into an asset via scripting in game is: camera, collision, physics, audio, and animation[rendering over time] events.
segment everything into it's own contained piece and then connect it to the entity within the game.
Hope you have a great day & Safe Travels!
I have never heard or seen anything about a “createstate” function in unreal. Usually you use begin play or init for game instances
@@KomodoBitGames I found it within the unreal scripting docs, so it might be a bit inaccurate[due to my inexperience with unreal]... I tried to see if there was a *equivalent function* for both the *physics and logic loops* but couldn't find any. [EDIT: oh.... I guess that is the case, thanks for the catch! it appears I was looking at 5.2 docs and maybe you were on 4, though it also seems with C++ scripting header files are where the initialization happens and C++ logic is were the functions are run]
Hope you have a great day & Safe Travels!
@@TheSensationalMr.Science maybe that was for Unreal 3/UDK. They didn’t use c++ it was a different language called unrealscript
Nice! Thanks for the info!
Very interesting video. Thank you for sharing!
Thank you. Interesting information.
So i am a University student and very much interested in Game Development but Should i invest my time in it?Is it worth it?Really demotivated here💀
My dream job
Thanks for the help dev , Maybe I would make some kind of game in the future ( Shape his two hands into a similar shape of a heart )
Thank you, not making a game from scratch is definitely good advice
🎯 Key Takeaways for quick navigation:
00:00 🎮 Understanding the Basics of Game Development
- Video games are made similarly across different engines.
- Game development involves assets and scripts that dictate how assets behave.
- Game developers work with multiple applications simultaneously during the game creation process.
01:26 🛠 Choosing the Right Game Engine
- Various game engines are available, with Unity being user-friendly for indie game development.
- Unity, Unreal, Godot, and GameMaker are commonly used engines.
- The choice of engine depends on the game's scale and complexity.
02:34 🖼 Creating and Managing Game Assets
- Game development involves creating digital assets, such as images, audio files, and 3D models.
- The majority of game development work revolves around manipulating these assets to fit the game's needs.
- A wide range of software tools is used to create and edit assets.
03:43 📦 Understanding Game Objects and Components
- Game objects in Unity are containers for components.
- Components can include colliders, rigid bodies, audio sources, text, cameras, and custom scripts.
- Game objects can be organized into hierarchies by parenting them to others.
05:20 📸 Working with Cameras
- Cameras are essential for defining the player's perspective in the game.
- You can use multiple cameras and switch between them for various game styles.
- Tools like Cinemachine can simplify camera control.
07:49 📜 Writing Scripts in Game Development
- Game objects are controlled through scripts, which guide their behavior.
- Scripts are typically written in C# (Unity) or C++ (Unreal).
- The key scripting functions are "Start" (for one-time actions) and "Update" (for continuous actions).
09:54 📊 Understanding Variables and Functions
- Variables are fundamental in scripting, representing data like Booleans, strings, integers, and floats.
- Variables are used within functions, like "Start" and "Update," to control game behavior.
- Functions in game development are akin to commands that game objects follow on a loop.
11:46 💡 A Secret Tip: Leveraging Pre-made Assets
- Game developers often use pre-made assets from sources like the Unity Asset Store, TurboSquid, and more.
- These assets can save time and effort, but they should be customized to fit the game's style and design.
- Economically using and modifying pre-made assets is a hallmark of successful game development.
Made with HARPA AI
The dad variable set to false was just peak😂
I’m learning how to be a web dev right now but eventually I want to go into game development on the side once I’ve gotten software engineering down for awhile. I need a job first and money lol is that common at all? To go down that route? I’m so new to this but when I messed around with Unity before my software engineering bootcamp I had so much fun.
For game Dave I need to learn modeling texturing animation and ragging too
Talks about the viewer's teenage kids then says the viewer is 28. LOL I know that was just example commentary but I found it funny.
How would you recommend me going about learning how to code a 2d game from scratch? I have my own Idea of a game but have no idea if I should pay for something like a 1-on-1 tutor on how to code, or if I should look for something here on RUclips. What do you think
With all the Unity hooplah lately, do you feel the same about it?
Could you just PLEASE ONCE TALK ABOUT WHAT KIND OF A PC AND WHAT SPECS ON IT ONE WOULD EEN NEED TO MAKE 3D GAMES WITH?
Ik you coukd just say that "ooh the Pc Specs DoN't MaTtEr..." as many do...
BUT IT DOES INDEED MATTER,ESPECIALLY FOR 3D MODELING,ANIMATIONS,VIDEI EDITING AND SO MUCH MORE...
so...WHAT WOULD YOU HAVE RECOMMENDED TO SOMEONE TO LOOK FOR IN A PC TO EVEN BE ABLE TO DO SOME OF THE MORE DEMANDING TASKS FOR THE GAME DEVELOPMENT???
Yo Thomas, who’s making your thumbnails?? I’d love to get in contact
This was fantastic.
I like to play video games to get an idea or genre or overall style to make games.
Yep. I’m a dummy. You lost me after Assets and Scripts. Everything else started sounding like gibberish. I’ll just stick to playing games. Having the discipline to sit and learn all of this shit is commendable and I will be forever grateful that developers exist. Me small dumb dumb brain no understand-o lol
3 applications going at once? I wish it was just 3
Thomas do you recommend using Godot game engine to create 2d game
also, almost about 40% of the game's work goes into playtesting as well imo. that includes tweaking game's mechanics and game designing.
Dude you do a really good job explaining I things I would take your course. I’m learning Godot, make a godot course and I’ll pay full price
Hold on how did you get sound effects from artist. Did they update their terms of service? Because they don’t extend to Videogames when I looked.