Don't be that rich sucker that jumps into a business sector he knows little about and either wastes enormous amounts of money or is taken for a ride by some cynical people. In the end, you'll probably lose the money and may end up being a local laughing stock ("- Remember that guy who knew nothing about video game development and yet thought it's a good idea to pour a couple millions into idea X? - Yeah, we made a killing off him too!").
IMO the smart thing to do would be to be cautious about choosing your industry (that's assuming you want to be entrepreneur, which may change with time). Video games development is definitely not for the faint of heart (i.e. when you're starting out, to turn a profit you need to be either very very good AND lucky or just plain super-lucky), so I'd suggest spending some time in the industry as an employee first to assess whether you like what you're getting into. This has the benefit of being exposed to a lot of things, so, in the end, even if you come to conclusion that you don't want to start a game dev company, you might figure that you really liked what programmers|artists|musicians|managers|marketers did in that company and choose it as your next pursuit. Life is a journey really and it's best to treat it as such from the start.
I'm not the person you're replying to, but I have a bit of insight here. I've been happily employed in the games industry for the past 10 years and don't have any plans to leave it, but while I have absolutely recommended programming/software dev as a career field to people before, I would hesitate to _suggest_ the games industry to someone who wasn't already excited about it.
To your comment, making games is great and fun and I think it's great you want to do it. Working in the games industry is different from making your own games though.
For one - you pretty much will never have creative input on the game you're making as a programmer (unless you're on a really small team).
Probably the biggest reason to avoid the games industry is salary. Game developers make less than their peers in other areas of software development. Lots of people blame this on there being a huge supply of fresh grads to hire cheaply, but that explanation feels like a myopic/simplified view from people on the outside looking in to me. My opinions aside, the fact is that if I left my job today and got a job programming something that wasn't games, I'd almost certainly make more money. I'm paid well enough to live a very comfortable life, but if your goal is just to maximize how much money you make, game dev is a bad choice.
Next thing to point to is crunch. Game development is notorious for "crunch" (aka - long periods of 70-80 hour weeks). Some studios do this more than others. It always sucks. It's also a fact of life in games. Even teams that "don't crunch" will usually wind up doing something like it at some point. I honestly have no idea if other programming fields do this too, it's just a common criticism that I've seen levelled at games industry jobs.
Being a game developer also means that you're not working with the kinds of tech stacks that the larger software industry as a whole is using, which feels like it would make switching fields more difficult (not that I've tried). For example: I haven't had to build a real database since college, have written maybe two unit tests in my life and don't think I've ever worked anywhere that's used the C++ standard library, despite working in C++ for most of my career.
It's also super unstable. It feels like most game studios will close (or transition to not making games) within ~10 years of starting up. Layoffs and studio closures are also a really common occurrence. Every time a meeting gets randomly added to my calendar at the last minute, my first thought is that a layoff is going to be announced (even though this has literally never happened at my current job). This is less of a concern at large studios (although definitely still a thing), it's a huge deal if your dream is to work at indie studios though.
There are lots of great things about working in games, but the above wall of text are some of the reasons why I'd hesitate to encourage folks who aren't already interested in the field to choose game development as a career.
When I was in college a few years back I had many colleagues that wanted to get into the game industry. Most all were pretty serious gamers and many seemed to have false expectations of what the industry was like, namely that: Playing Video Games === Creating Video Games. While I'm not one to tell someone what they should or shouldn't do with their careers (hell my mother wanted me to become a lawyer), I always made a point to tell them they should research the industry a bit more before making the leap. I know quite a few that ended up pivoting what field they went into after learning how brutal the gaming industry can be.
Making games might be your dream job, just make sure you are fully aware of the realities of your dream job and decide if you are willing to accept that reality day in and day out.
This is a healthy attitude and I suggest developing games as a hobby. HN is generally negative on game development as a profession because of the horror stories, but it can be a fulfilling career. That said if you are inexperienced (or even experienced), starting an independent game company with a goal of it being your primary source of income is at best very difficult and often a bad idea.
This is one of the best times to be a hobbyist game developer as there are a wealth of tools, assets and knowledge available for free or cheap. If you have no or limited game development experience its always better to start as a hobbyist if possible to build skills, and even find out of you really like game development or want to do something else instead.
I worked in gamedev for 20 years. In retrospect, I could have made a lot more money selling ads for cat pictures. But, enjoyed the chaos of being at the intersection of art, tech, design and commercialization.
My advice to everyone wanting to enter gamedev is the same as for everyone wanting to start a startup: Be realistic about failure. It’s a high risk, high reward business with tons of uncertainty. It’s easy and common to be so enthusiastic about working hard to succeed against impossible odds that failure become a “Voldemort” term that shall not be spoken..
But, if you are realistic about the fact that “risk” includes the possibility of failure, you can be realistic about what failure means and what you plan to do when it occurs. If failure means your family will literally be homeless and starving, don’t take that risk! If it means your dreams don’t come true and you’ll have to go back to some boring desk job… Well that’s a bummer. But, it’s not anything to be afraid of.
Be sure to have enough money in the bank to pay the bills if you suddenly, unexpectedly have no job and need to find another. Be a coworker who people want to work with again because people who leave your company before you are how you land your job at the next company.
I think if people are interested in game dev, it’s probably a better idea to work as a contractor doing boring business apps for income and then do games as a side project.
If you get lucky with a game, perhaps can ditch the contractor job, but otherwise at least you’ll have a nice income. Perhaps can save money for an early retirement, after which you’ll have plenty of time to focus on game dev.
Also, if your game becomes a big in this situation, you get to reap all the benefits.
Some of my close friends work in game development and love it. But I will warn you also that for the majority of people it's not a great industry to work in: hyper-hierarchical, personally demanding, with many many hostile insecure folks. Which I find super weird because some of the nicest folks I know work in...game development!
I think what I mean to say is: if you get into it and it sucks, don't be surprised. But instead of being discouraged jump to somewhere else in the industry. You may be able to find your happy place full of nice people and fun projects (but still hard work!). And if you never do find that place and eventually move on to something else, don't take it as a personal failure.
I worked in gamedev for a decade doing a mix of engine programming and economy design. Programming is the easiest path in. Read job postings to find what sounds interesting and what tech they're using. Then learn that tech in your free time and build some simple games with it to use as a portfolio when applying.
'Simple' is the operative word here. Think Flash game, or mobile toilet game. Nothing on a console is a simple game, and neither are 99% of Steam games. Itch.io is another community of experimental games with smaller scope. Use royalty free art from the web; art assets aren't the point of your portfolio.
Once you're inside, you have a lot more freedom to move into the softer roles like design, production, or management. If those interest you.
You seem somewhat informed on the hours (which are bad, hopefully you don't have a family or want one anytime soon) and the pay (far less than webdev TC). You should also be warned that making games will make you hate games. If you don't absorb and accept the business side of making games, you will be constantly frustrated by leadership decisions, and you'll be stuck in the lower ranks. Climbing the corporate ladder means accepting that games are commercial products maximizing shareholder revenue. A LOT of gamedevs fight this their entire career only to their own detriment. Whether you fight it or not, it'll ruin how you view games, as the commercial lens can not be unlearned.
Starting game dev is way easier than finishing it. Requires years of commitment with a super uncertain outcome. If you're someone who cannot take financial risks, you absolutely shouldn't be in game development unless you know what you're doing and unless you're fine with failure and an empty bank account at the end of it.
I resisted spending any time on game development for a long time because I knew deep down how games are consumed extremely quickly. You can spend tons of effort to build a utility app that might prove its value every day for years and years, and may never lose all value. You can spend tons of time and effort developing a game that may become boring to players in a matter of weeks or months and never be used again.
Ultimately I decided that game development is useful for building certain programming skills as a hobby, regardless of the “value curve” of the product. And if you expect nothing (i.e. you’re competing in a huge field of millions of games, nothing is special anymore), you can focus on what you’ve gained, which may be primarily the experience.
I emphasize the hobby part; it’s useful to try it but it’s extremely backwards economically. I would always advise “other” programming jobs, with game dev. on the side.
My two experiences in the gaming industry taught me to stay away. The first was as I finished up my college degree, building the PC version of "Space Jam", the game (oh, boy, was that a fun one). The second was last year working on League of Legends (awesome game if you like PVP!).
In both cases, it was very apparent that the industry is built around taking advantage of peoples' passions and love of gaming. Pay is low, hours are ridiculous, and respect is sadly missing. People put their heart and soul into what they are building and get tossed with little to no thought whatsoever.
If you are absolutely passionate about working in the game industry, I say go for it. But go in with eyes wide open: it is a tough place to be.
It is more entertainment industry than software industry, and, just like most other entertainment industry groups have guilds/unions to protect their interests (screen actors guild, screen writers guild, etc), there probably ought to be a computer programmers guild as well.
A professor in college told us in class: "If you want to waste all the knowledge you gain here and get paid terribly, go into the video game industry."
I know many developers in gaming and I constantly tell them to leave the industry for anything else. But they rarely do. And over time I see them get more run down and despondent. I actually see them age over a short period time. It's some sort of occupational Stockholm Syndrome.
The proper way to work in the game industry is to make your cash in another industry and then start your own game studio.
Everyone wants to make games. The game dev shops are flooded daily with young starry-eyed kids chasing a totally awesome career in game development!
The pay is garbage and the hours are beyond excessive. Unless you pick a winning studio, stay for 10 years, and that studio has several blockbuster hits your royalties are worthless.
Take your experience doing games and go for a career in regular software development. Plenty of people need to integrate 3D engines into their products and know nothing about it (eg: adding the ability to view a 3d model) and you'll actually get paid for your work.
As others have pointed out, today's content-rich world only rewards the top 1% and that incentivizes repeatedly trying with quick projects. Don't spend years on one thing, slap something together and get it out there. If it isn't an immediate hit move on to the next thing.
Early in my career I was interested in game development because I had dabbled in graphics programming personally and it seemed like more fun than other types of development.
A cursory look into opportunities showed that the schedules were grueling and driven by the market, which expects new flashy titles quite often but the demand for the new titles tails off relatively quickly. Worse, it's not like a spreadsheet where you can just fix some bugs, add some new features, then charge people for upgrades. You're constantly rewriting everything.
So I made the decision to not go into that market.
Software development skills are fairly fungible. I'd advise people to not go into game development unless they have a real passion for it and don't mind the demands upon them that are derived from the market forces.
I usually tell "kids" (I'm 53 and this describes a lot of you, okay? No offense :-) ) not to get started in the games industry. I lucked out by starting out writing game cartridges, then doing systems programming for the next 25 years. Now I'm back to games (or rather, gaming platforms).
Remember who got rich in the California Gold Rush? Not the folks digging the gold, but instead it was the shop-keepers, bankers, real-estate men and similar infrastructure-like people. Be one of them. I don't mean go into things expecting to be rich, but don't be a starry-eyed fool and start at (say) EA just out of college, get burned-out and then expect to have anything out of it. Make sure you can use other things than a shovel.
Get a grounding in systems. Do graphics, do networking, do LAMP, basically do as much as you can "wide" and focus on some areas that interest you ("deep"). Then you can work on games (great!) or servers or UX or whatever you chose. You can work at a games company (great!) or you can work some place else (also highly recommended). Don't focus on games because they're cool, do the tech behind them, with games as an incidental.
Don't get into games and expect that rewriting the same piece of code in the same soccer game year after year is going to be fulfilling. You'll wish you had the ability to go somewhere else, so ensure that you do.
And for God's sake, never think that you're going to get a foot in the door by starting out in Q/A. Just don't do that.
If you're in gamedev(as I am), you're essentially going into it as your lifestyle. You can make it a reasonably sane, healthy one if you can find a niche and make it as an indie, but good money won't ever be the motivating factor, and working in the studio environment is harsh and essentially requires migrating to find new work every time you're taken off a project. When new segments take off, like casual gaming did a few years ago, or social gaming more recently, you have a better chance of money and stable employment, but it'll fade away when the market saturates.
That said, the bar to make it is really high. It's not as impossibly high as making it as a musician, I think, because the variety of situations and skillsets is exponentially larger in the interactive multimedia context - so you always have less competition for your particular skillset - but it's definitely harder than "business programming" because you can add as many technical challenges as you want(soft real-time simulations, physics, graphics, audio, world persistence, networking, tools+scaffolding....) and still have only scratched the surface on what the computer is potentially capable of as an entertainment device.
If you take pains to avoid technical challenges you can make games more quickly, but you have to take on at least one or two to have a game, and adding more usually helps quality. Plus, the code alone doesn't make a game. The final game is the result of code+assets+design+player feedback - and lots of meticulous details. Game design isn't terribly different from business in that you have to make tons of hard decisions with little information immediately available. And like in business, you can get more info, but you have to work at it.
The pay is shit and the work is grueling. You'll make more money shoveling some enterprise's Spring Java shitpile than you will developing games, and you will still be able to see your wife and kids.
If you like making games, make one yourself, or help out a small indie studio with people you know. Hobby stuff. Don't let the business quench the flame of passion for the art form.
There are good AAA gamedev jobs. I knew a chap who worked with Ken Levine workshopping gameplay ideas for the BioShock series with Python prototypes. But he was in a very fortunate intersection of "has the right skills" and "knows the right people". If you come in cold, you're most likely going to find yourself "texturing the right eyeball of NPC #642" or "fixing glitches that arise when the player presses a certain combo of buttons" or something, 12-14 hours a day, 6-7 days a week. Every bit as grueling as enterprise-shop work, but under constant crunch and for very little pay, comparatively speaking because the demand for game-dev roles vastly exceeds the supply. Every kid wants to get into games, so if you're not willing to accept the shitty working conditions, there's always someone fresh out of Full Sail University who is.
For context, I learned to program via hobby game development, eventually going pro. But I gradually transitioned away from the game industry, into adjacent territory like simulation and visualization. Of my six jobs thus far, the non-game ones were the best two overall.
Today's "mid-size" to AAA game development culture is ultra-conservative, both technically and creatively. Ballooning team sizes and budgets mandate this. Do not join a studio bigger than ~10 people. Smaller teams/studios imply better jobs, in my experience.
They say not to make your hobby your job- unfortunately, there's no other way to break in to this highly competetive industry (echoing others here). So start with hobby game dev in your free time. It's worth learning C++ while doing so. C# is another option, but one that mostly locks you in to studios using Unity.
Beware of relatively low compensation and "crunch time" (really a perpetual, cyclical issue in game dev). I largely escaped the latter, but most in the industry can share overtime horror stories.
The thing is that gamedev is one of the few industries you reliably hear people bully 60/80/100 hour weeks outside of say - medicine, law, finance. Or startups where you grind for a couple years hoping the lottery ticket of your equity pays off.
However, it does not pay anything near medicine, law, or finance wages. Nor do you get equity like a startup. And the labor practices of game studios in terms of benefits, layoffs, etc have always sounded far worse.
If the ROI is worth it for you, great (and $160k ain't bad to be fair, I've heard lower than that in gamedev). People just need to go into it with eyes wide open though and not foreclose their options early (by overly focussing on gamedev niche coursework in college for example).
IMO the smart thing to do would be to be cautious about choosing your industry (that's assuming you want to be entrepreneur, which may change with time). Video games development is definitely not for the faint of heart (i.e. when you're starting out, to turn a profit you need to be either very very good AND lucky or just plain super-lucky), so I'd suggest spending some time in the industry as an employee first to assess whether you like what you're getting into. This has the benefit of being exposed to a lot of things, so, in the end, even if you come to conclusion that you don't want to start a game dev company, you might figure that you really liked what programmers|artists|musicians|managers|marketers did in that company and choose it as your next pursuit. Life is a journey really and it's best to treat it as such from the start.
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