Admit it, you'd rather create games than play them

Admit it, you'd rather create games than play them

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no, I'd rather be creative director

Yeah this

Of course, I love writing engines.

>pictured Bioware Austin working on SWTOR
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EA cut support for the game long ago why even have a team actively developing the damn thing
t.stillplayssometimes

im thinking about making an indie game guys, should i teach myself unity or unreal?

This guy gets it.

Neither, learn C++ and OpenGL, it'll run better and you'll actually know how to fix any problems that crop up post launch without 30 hours of googling.

Not a chance, sounds like a great way to hate video games

didn't the servers get shut down.
didn't this game cost a billion dollars with how much marketing they had?

>open plan office meme

Hell no, that shit is cancer

Dev here, I play other games in my spare time, I wish I had more time to do so. Just testing your own game doesn't count.

fastcompany.com/90285582/everyone-hates-open-plan-offices-heres-why-they-still-exist

Both are fun.
only weak-willed brainlets think you can only do one or the other.
No creative medium is standard with most everyone only creating and never consuming.
It just doesn't make sense.
And creators not consuming is how we end up with soulless checklist shit

This. All the programming and 3D stuff is just mind numbing to me, but being the creative director for on a vidya or animation development team is literally my dream job

no the game is still "alive" and is technically getting an expansion some point next month

the only reason I still log in is because the guild Ive been in for years is still active and does the PvE and PvP stuff, and I like hanging out with them enough to log in and slog my way through the content I cleared 5 years ago

it'd ruin playing them for sure, it's like when you learn music and can't appreciate the stuff you used to

I want to do both, but just playing games is easier.
This >477275027 is best though

Don't listen to this faggot unless you want to spend the next 30 years developing your game. You'll never be able to keep up. He probably doesnt even know the amount of work that making a proper engine entails.
If you want to make your own game then use one of the freely available engines like Unreal, Unity, Gamemaker, Godot, etc.

If you want to apply for an engine programming job on a videogame company then go ahead and experiment by making a basic engine.

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they exist cause the boss can force productivity and always watch for lazy people who can get the same job done in a quarter of the time but is forced to fill hours of pointless bullshit.

a creative director would still be creating a game retards, he didn't say code a game from zero

I'd rather be the idea guy and get 30% of the profit

>become a developer
>have to do the kind of work a developer is expected to do and have an intimate understanding of the tools you're using
gee, whoda thunk it?
development isn't an industry for brainlets and lazy artfags if you wanna get real work done, if you wanna do it right it's gonna take effort and an IQ above the average person that thinks "I wanna draw pretty pictures for a living".

>a creative director would still be creating a game retards,
not really.
AAA CD's rarely do actual development beyond being close with the writing/story leads.
You're just telling programmers and artists how you want things.

Different person, but I’d like to reiterate the advice to not listen to this elitist asshole/moron. Ever wonder why these “I made my own engine” games never materialize, and if they do they look and/or play distinctly like shit? It’s because modern game engines are built by 100s of people over tens of years. Sure, you can solo dev an engine, and that is very impressive. Hats off to you, but if you had used an engine, all that time and effort spent reinventing the wheel could have been spent making the game good.

Learn Unity or Unreal. Either is fine.

Not really, I find game development pretty boring. There's not enough technical challenges to keep it interesting unless you write your own engine.
I'd much rather work on an emulator, or reverse engineer an existing engine or something.

>games development only entails programming game engines

I can tell from a mile ur just a zoomer retard thats just starting comp sci and think your hot shit because your reading a book on C++ 20.
Recommending an indie solo dev to make their own engine is like recommending someone who wants to play guitar to start by chopping up some maple tree.

>There's not enough technical challenges to keep it interesting unless you write your own engine.
sounds like you've never made anything beyond arcade clones.

not really. I have some ideas for passion projects in gamemaker but I don't wanna actually get into the industry

this guy gets it

gather a team, pay them close to nothing, rely on others to save your ass from making retarded business and project management desicions, then take all the credit and most of the profits

I do it for a hobby and it’s more fun than playing games.

Enlighten me. What are the technical challenges you face in (non-engine) game development?

Nah both of them are bretty fun once you start to develop a consistent workflow and level of ability.

Most professional devs don't even use their own engines.
Remember that massive companies with in house engines like Blizzard, EA, etc. are the exception in the industry even and most of their work is done by smaller studios that get a license to use their tech.

unironically based

>Sure, you can solo dev an engine, and that is very impressive. Hats off to you, but if you had used an engine, all that time and effort spent reinventing the wheel could have been spent making the game good.
Not only that but his engine would ultimately be inferior to the one made by 100s of paid pros

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No, I'm a follower, a worker and a consumer

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