Thanks Jameson for such an awesome question, and good luck on your journey dude. ► Learn how to become a full time game dev, free: www.clkmg.com/fulltimegamedev/53124
I'm a solo developer, and I passionately create games. Especially at my current young age, I never felt the need to hire a team to create my small games. I'm thinking of hiring a gradually growing team as I make bigger games, but for the time being, none of my bucks are gonna get invested in anyone but myself.
That is an excellent mindset. I started at a young age and gradually learned at my own pace. I have still only made small free games, mostly for game jams but working toward games that are commercial worthy. The best advice that I can give, that many people will probably tell you, is to start with small games. Don't try to make a game that has too many mechanics. Make a solid, well built game that is fun but simple and has an easy-to-understand gameplay loop. It will make it easier to develop and complete. Doing this will allow you to learn a lot more than you'd think and it will give you your own completed game that you can reflect on. Best wishes!
3:03 that's extremely solid advice in all realms, blindly trusting people without understanding at least the basics leads to misunderstandings, time wasting and being done over, a contractor will treat you completely different if "you know your shit" and it will reflect on their outcome, and the right one might be even empowered by that and create a symbiotic relationship with you.
There are many many 3d charcater models at asset stores in the price range from free to $100 (with extended license), some of the look fine but people could know them from other games. My question is ... how much would custom 3d character models cost me that looks similar like from Stellar Blade or Vindictus: Defying Fate ?
Rich people buying their way into game dev world XD.... 10k to build a game? If I had 10k I would make the next battlefield mixed with world of warcraft with an infinete procedurally generated No mans sky theme + fortnite mechanics and make all of us gamers happy for ever XD I'm half joking but yeah.... my entire 10 years of full time game development career salaries + the car and computer I own worth less than 10K alltogether...
Sometimes I find flaws in your advice, I am not sure about the advice, or I simply disagree with the advice but this time I think you are dead on. I think this is actually the best advice you have given on this aspect of game design.
Pretty much the same exact sentiments. One strategy anyone who I have worked with employ is make the game as fun as possible with placeholder art first. Sometimes art itself will slow down development because of implementation issues. Or you implement a mechanic later that requires changes to the art style or how the art is setup. For example Im working on a game with my old buddies on the side, then we figured out a new way to implement character customization with our 3d block guys. So now each limb on our characters is replaceable and modifiable. Meaning full solid character models would have had to have been completely scrapped or redone. if we had those already.
Hiring 2d artists is a delicate matter right now because of, I’ll be frank, AI scammers. Paying someone 70-80$ an hour, people will want some level of accountability and quality from that person.
Look, I'll say it straight: I'm a solo dev, and I just frankly can't afford anyone else. I'll just learn how to do everything myself. Will that lead to burnout? Probably, yes. But I cannot hire on an artist. It's simply too expensive.
You can also look to get a few bundle assets they are usually affordable and good for a first game which after releasing that you can hopefully use that money to afford artists. If you enjoy doing the art though go for it if not I wouldn't say you have to learn everything.
I would say that it isn't a good idea to utilize AI created art & sounds, as a fellow 2D artist. Cause AI art & sound is: A- incredibly hard to work with (especially in art), B- players WILL notice that it's AI generated, players will avoid it like the plague, & they'll most likely leave bad reviews (or impact their perception of the game negatively). I'd say, crappy but genuine art will always stand out better than AI art
Thanks Jameson for such an awesome question, and good luck on your journey dude. ► Learn how to become a full time game dev, free: www.clkmg.com/fulltimegamedev/53124
I didnt watch the vid yet...please say yes WE NEED jobs 🤣
Lol he said yes...but with a caveat of sorts
Basically a 3min video to sponsor his webinar
I'm a solo developer, and I passionately create games. Especially at my current young age, I never felt the need to hire a team to create my small games. I'm thinking of hiring a gradually growing team as I make bigger games, but for the time being, none of my bucks are gonna get invested in anyone but myself.
That is an excellent mindset. I started at a young age and gradually learned at my own pace. I have still only made small free games, mostly for game jams but working toward games that are commercial worthy. The best advice that I can give, that many people will probably tell you, is to start with small games. Don't try to make a game that has too many mechanics. Make a solid, well built game that is fun but simple and has an easy-to-understand gameplay loop. It will make it easier to develop and complete. Doing this will allow you to learn a lot more than you'd think and it will give you your own completed game that you can reflect on. Best wishes!
Would be nice to see a video on all the different payment methods like hourly wage, annual salary, revenue share, etc.
Wow!!! Incredible advice thanks Thomas sir. 😀🙌
What's the game on the thumbnail?
This is what I've been looking for!
If you don't know how to make art for your games, you will never make a game that's truly your own. Creating art is not that hard
3:03 that's extremely solid advice in all realms, blindly trusting people without understanding at least the basics leads to misunderstandings, time wasting and being done over, a contractor will treat you completely different if "you know your shit" and it will reflect on their outcome, and the right one might be even empowered by that and create a symbiotic relationship with you.
I hired for art, music and sound effects. It's simply too much work and too difficult to do everything.
There are many many 3d charcater models at asset stores in the price range from free to $100 (with extended license), some of the look fine but people could know them from other games.
My question is ... how much would custom 3d character models cost me that looks similar like from Stellar Blade or Vindictus: Defying Fate ?
Rich people buying their way into game dev world XD.... 10k to build a game?
If I had 10k I would make the next battlefield mixed with world of warcraft with an infinete procedurally generated No mans sky theme + fortnite mechanics and make all of us gamers happy for ever XD
I'm half joking but yeah.... my entire 10 years of full time game development career salaries + the car and computer I own worth less than 10K alltogether...
Sometimes I find flaws in your advice, I am not sure about the advice, or I simply disagree with the advice but this time I think you are dead on. I think this is actually the best advice you have given on this aspect of game design.
Pretty much the same exact sentiments. One strategy anyone who I have worked with employ is make the game as fun as possible with placeholder art first. Sometimes art itself will slow down development because of implementation issues. Or you implement a mechanic later that requires changes to the art style or how the art is setup.
For example Im working on a game with my old buddies on the side, then we figured out a new way to implement character customization with our 3d block guys. So now each limb on our characters is replaceable and modifiable. Meaning full solid character models would have had to have been completely scrapped or redone. if we had those already.
Hiring 2d artists is a delicate matter right now because of, I’ll be frank, AI scammers.
Paying someone 70-80$ an hour, people will want some level of accountability and quality from that person.
I was literally about to say "you haven't followed your own advice at all" But then you say that at the end of the video 😂
I think hiring freelance artists can be helpful when learning a new skill would delay the project possibly weeks or months.
Never waste an opportunity to promote your course.
Yo, haven't seen the buyer buy just wanted to comment 😂😂
Hire me
WATCH THE VIDEO IN HIS DESCRIPTION! IT WILL CHANGE YOUR LIFE!!!!
Finally, I'm early here lol
Same 😂😂
Look, I'll say it straight: I'm a solo dev, and I just frankly can't afford anyone else. I'll just learn how to do everything myself. Will that lead to burnout? Probably, yes. But I cannot hire on an artist. It's simply too expensive.
You can also look to get a few bundle assets they are usually affordable and good for a first game which after releasing that you can hopefully use that money to afford artists. If you enjoy doing the art though go for it if not I wouldn't say you have to learn everything.
@@michaelfischer3287 To be honest, asset flips have always bothered me. If I'm going to do this, I'd prefer to go all the way.
@@_Irrelevant Using assets isn't "asset flips" at all wtf. Even AAA studios use free and paid assets.
The price for art and sounds is ridiculous today. It’s a great incentive to use AI created art/sounds. And I’m a 2D artist myself.
I would say that it isn't a good idea to utilize AI created art & sounds, as a fellow 2D artist.
Cause AI art & sound is: A- incredibly hard to work with (especially in art), B- players WILL notice that it's AI generated, players will avoid it like the plague, & they'll most likely leave bad reviews (or impact their perception of the game negatively).
I'd say, crappy but genuine art will always stand out better than AI art
Ai generated game logos and stuff just look so cheap, even bad/very simple art feels more stylish and memorable
@@MintBunHunternah, from player point of view bad art looks just bad, not stylish.