Game Development Tutorials

Intro to Game Development

  1. Lukky - Making a Game from Start to Finish (Tutorial)
  2. Brackeys - How to make a Video Game - Godot Beginner Tutorial
  3. Brackeys - How to program in Godot - GDScript Tutorial

Basic Game Development

  1. LegionGame - Juiced Up First Person Character Controller Tutorial - Godot 3D FPS
  2. Lukky - Godot 4.0 Third Person Controller Tutorial (2023)
  3. Quilled - Import Animations in Godot 4 with Animation Retargeting
  4. LegionGame - Design 3D Game Levels From Scratch - Godot 4 Tutorial

Advanced Game Development

  1. Chap C. Creates - The First Skill GODOT Beginners Should Learn - State Machine Game Showcase
  2. The Shaggy Dev - Starter state machines in Godot 4
  3. The Shaggy Dev - Advanced state machine techniques in Godot 4

Basic Game Development (continued)

  1. LegionGames - 3D Enemies With Pathfinding and Animations - Godot 4 FPS Tutorial
  2. LegionGames - Complete 3D Shooting Mechanics - Godot 4 FPS Tutorial
  3. LegionGames - Hitscan Guns, Weapon Switching and Crosshairs - 3D Godot 4 FPS Tutorial
  4. LegionGames - Fully Destructible 3D Environments - Godot 4 FPS Tutorial
  5. Coco Code - Godot UI QUICKSTART (Ex-Unity friendly guide)
  6. DevWom - How to Create a INVENTORY in Godot 4 (step by step)

Game Feel

  1. Game Maker’s Toolkits - What Makes a Good Combat System?
  2. Extra Credits - Open World Design - How to Build Open World Games
  3. Razbuten - How Small Open-World Games Feel Big
  4. Game Maker’s Toolkit - What Makes Good AI?
  5. Game Maker’s Toolkit - How to Keep Players Engaged (Without Being Evil)
  6. Game Maker’s Toolkit - Secrets of Game Feel and Juice
  7. Game Maker’s Toolkit - The mistake every new game developer makes (Developing 2)
  • a1studmuffin@aussie.zone
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    13 hours ago

    I’ve been in games over two decades - everything from AAA to VR startups to running my own indie studio. I feel like I can probably answer your question.

    There’s definitely a class divide within the industry based on your discipline. If you’re a software engineer, you have much greater leverage than artists/designers etc. when it comes to compensation, and you’ll likely be treated better in general.

    Especially at larger studios, if you’re good you will generally be looked after. Sure, you might earn more working for one of the big five in tech, but you’ll probably be less interested in the work.

    You should expect to move around pretty often - it’s rare (but not unheard of) for people to stay at one company for most of their career.

    There have been some pretty rough seas over the years too - post-covid layoffs, and a fairly large series of layoffs in the early 2010s.

    I’m guessing 30% of my time has been spent on games that never released. The first time was soul-crushing. But after that, I realised I needed to focus on enjoying the journey Instead. The game releasing was just a nice bonus.

    I wouldn’t change my career for the world. I love working with other creatives (I’m actually friends with many of my colleagues), and I’m genuinely passionate about what I do. I think you just need to be the right personality type for it. If you’re someone who can’t set boundaries for yourself easily (switching off after hours), it can burn you out, usually by your own hand.

    Most burnout I’ve seen has not come from studio heads demanding people work insane hours (though those rare situations always make the headlines), but instead comes from people’s inner drive to be a reliable colleague and do amazing work. I think that’s a side effect of being passionate about the work.

    Is it a good career? I’ve certainly loved it and feel like I’ve been well-compensated, but your mileage may vary. But don’t believe the hype of the vocal minority who say it’s an industry full of abuse and bad wages. There’s some shitty things that happen for sure, and some jerks running studios here and there, but I think that’s more to do with late-stage capitalism than games itself.