Problems encountered by individual game developers


I think that after playing a lot of games, if you have some technical skills, you’ll eventually want to make one of your own. That’s when you start facing the real questions.

First, what kind of game do you want to create? An RPG, a hack-and-slash, a shooter? You need a clear goal. Then, you choose a suitable game engine and start learning. This is usually your most productive and motivated phase.

Once you’ve learned enough, you quickly realize that a game needs more than code—it needs art, music, and animation. This is where things get painful. You discover that creating these assets yourself is a nightmare, and this stage can be deeply frustrating.

If you have friends in the industry, you might get some free help, but often only you understand your vision, and relying on others isn’t always realistic. You might consider buying assets online. However, purchased resources rarely fit your game’s story, style, or setting perfectly. Eventually, you accept it: you’ll have to create most things yourself, step by step.

At this point, the required effort grows exponentially. If you push through, you’re getting close to a finished game. Now comes refining the story, UI, and gameplay balance. This might be the most tedious part, but it’s also where your game finds its soul. Constant testing is essential. If you have a good group of friends playtesting, you’ll get all kinds of feedback. The trick is to filter out what truly improves the game, not to implement every suggestion.

If you’ve made it this far, all that’s left is release. You can package your game for different platforms. Or, you can just play it yourself—after all, your initial goal was to make a game for you. It doesn’t need a wide audience. You might succeed, or you might not. But either way, it’s been a perfect journey into the world of game development.

Finally, I hope you can persevere and achieve your dreams.

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