2: Have them start making games. Small games. Really small. Like pong or hangman, and have them add some new twist or feature to it. Starting small reduces complexity, and increases the chances of success - which will compound when they make their next game, and the next.
1: Have them learn Unity or Unreal. Now, I know there's a lot of engine options, especially for indie or solo devs that might be a better fit. No doubt about it. However, if the kid's goal is to work in an established studio, knowing one of these is pretty critical
I understand that. What I've learned (over way too many years) is that with time, experience, and dedication you will get "good" at gamedev - BUT - because the industry moves fast and there's always more to learn, it often won't FEEL like you're good. That's what I keep telling myself, anyway.
I recommend building out the smallest framework and lightest weight process you can think of, then iterating and growing that based on actual needs and use cases for your team. #indiedev#gamedevelopmet#gameproduction
I'm with you. I'm trying to figure bsky out. I've enjoyed the interactions I've had with folks on here though. If I get any replies on twitter it's bots telling me about the single ladies near me who want to talk about my lowering my car insurance rates using this one weird trick.
LOL. I can relate. I had a similar, but "inverted" version happen to me last week. I spilled my drink and mentally tried to hit "ctrl-z" to un-spill it.
THANK YOU! I've been trying to do all my replies off the original post. I'll absolutely try this next. Really appreciate it!
BTW - Still trying to figure out the best way to do longer posts like this on bsky -- as I'm genetically incapable of writing anything less than, like, 5000 characters 🙃 Would love to hear what works for others.
There's more of course, and even the ones here have different "flavors" - but simply getting the habit of "wheel spin checking" can help you get a lot more done in a lot less time.
3: You're doing a lot of tangential work. It's "busy vs productive" focused on a specific element: Noodling with its file structure or naming conventions. Adding unrelated details. Or doing fringe polish - like perfecting the scale of a background prop of a gray box map.