Summary
Highlights
Making a complete video game alone is one of the hardest things to do, often underestimated because gaming is seen as a child's activity. Influencers claiming anyone can make games easily mask the monumental effort involved. Successful solo projects like Lethal Company and Stardew Valley are incredibly rare and deserve immense respect.
Not all games are equally complex. While simple games like Pong are great for beginners, most aspiring developers aim for more complex projects, like sandbox MMOs or massive RPGs. Such ambitious projects can take lifetimes, illustrated by Star Citizen's decade-long development with a full team. Realistic expectations for a solo developer lie between these extremes.
Many perceive game development as purely technical, but this isn't entirely true. Games like Omori and Undertale, made with tools like Game Maker, require minimal programming. However, they demand high skill in game design, writing, illustrative art, audio engineering, and music composition. These games, often attributed to single creators, were actually collaborative efforts, funded by Kickstarter and involving teams of specialists.
Despite appearances, Omori and Undertale were not truly solo projects. Omori used Kickstarter funds to hire a team for programming, writing, music, sound effects, and art, taking 6.5 years. Undertale, also Kickstarter-funded, involved Toby Fox for design, programming, story, and music, alongside an artist for most visuals, taking nearly 3 years. These examples highlight the need for either exceptional skill across multiple disciplines or a team to cover lesser strengths.
Eric Barone (ConcernedApe) developed Stardew Valley over four years, handling programming, design, pixel art, music, sound effects, and story himself. His computer science degree provided a strong foundation for the game's deceptively complex systems. While the art style and story were accessible, the programming expertise was paramount. However, including the 4 years of his CS degree, the project effectively took 8 years of dedicated development.
Lethal Company, created by a 2000s-born developer named Zers, achieved success with intentionally low standards for presentation and functionality, enabling 3D graphics with less labor. This 'design for less work' approach made the game's comedic elements effective. While its 3D art pipeline and multiplayer mechanics are complex, Zers built up his skills over 8 years, starting with Roblox games and evolving to Unity horror titles before Lethal Company.
Making a solo commercial game is an unreasonable expectation due to the sheer volume of work and diverse skills required. It’s normal to be daunted. Instead of trying to master everything, specialize in what you enjoy. All skills contribute value to game development, and collaboration is key. The speaker, for example, focuses on graphics programming and continues to develop skills in writing, art, and music, acknowledging the long journey of learning and growth.