So you want to make video games. You've played them forever, you have ideas, and you're finally ready to see if you can build something yourself.
The good news? You absolutely can. The "barrier to entry" people talk about is basically gone. Look at Balatro. One developer (LocalThunk) made a poker roguelike that sold a million copies in a month. Or Manor Lords, which started as one person's passion project and ended up with 170,000 concurrent players on launch day.
It's not magic. It's not about being a genius coder. It's about starting, breaking things, fixing them, and not quitting when your code crashes for the fiftieth time. Here is how you actually get started.

1. Pick an Engine (And Stop Worrying About It)
New devs waste weeks agonizing over which engine is "best." The truth? They all work. Just pick one that matches your goals and move on.
Godot: The Smart Choice
If I were starting today, I'd pick Godot. It's free (actually free, MIT license), lightweight, and uses a scripting language (GDScript) that makes sense if you've ever looked at Python. It's fantastic for 2D. The 3D stuff is getting there, but for your first game, you probably aren't building Cyberpunk 2077 anyway.
Unity: The Safe Bet
Unity is everywhere. That's its biggest strength. If you run into a bug, someone else ran into it five years ago and posted the fix on a forum. It has a massive asset store, which saves time. The downside? It's bloatier than Godot, and the company has had some... drama... with pricing lately (though they walked a lot of it back).
Unreal: The Heavy Hitter
Unreal looks incredible out of the box. If you want high-fidelity 3D, this is it. It also has "Blueprints," a visual scripting system that lets you make games without typing code. But be warned: it's heavy. It takes up a ton of space and can feel overwhelming for simple 2D projects.
My Recommendation
Want to make 2D games? Godot.
Want to work in the industry or make mobile games? Unity.
Want to make pretty 3D stuff without typing code? Unreal.
2. How to Actually Learn (Avoid "Tutorial Hell")
Here is the trap: You watch a 40-part YouTube series on "How to Make an RPG." You follow every step. You have a working RPG. Then you try to add one feature yourself, and you realize you have no idea how any of it works.
That is "Tutorial Hell." You feel productive, but you're just copying.
Do this instead:
- Watch one "Getting Started" series to learn the interface.
- Pick a dumb, simple game. Pong. Flappy Bird. Breakout.
- Try to make it without a tutorial.
- When you get stuck (and you will), Google the specific problem. "How to make ball bounce Godot." "How to detect input Unity."
This is painful. You will feel stupid. But this is how you actually learn logic. If you can clone Pong by yourself, you're already ahead of 90% of people who say they want to make games.
3. You Don't Need to Be Good at Everything
Indie dev requires code, art, sound, and design. You will probably suck at three of these. That's fine.
Can't draw? Use geometric shapes. Thomas Was Alone is literally just rectangles and it's a masterpiece. Or use free assets from Kenney.nl or itch.io.
Can't make music? Use BFXR for sound effects (it generates retro beeps and boops in seconds). Grab some Creative Commons music from Incompetech.
Focus on the bits you like. Hack the rest.
4. The Silent Killer: Scope Creep
You have an idea for an open-world survival game with crafting, multiplayer, and a branching story.
Kill that idea.
Seriously. Put it in a notebook and hide it. If you try to build your dream game first, you will fail. You will burn out in month three when you realize simply making a character walk up stairs without clipping through the floor is hard.
Your first game should be something you can finish in two weeks. A platformer with one level. A top-down shooter where you survive for 60 seconds. Finish it. Title it. Upload it to itch.io.
Shipping a bad game teaches you more than not shipping a perfect one.
5. Just Start
The only difference between you and the devs you admire is that they sat down and did the work. They wrote the bad code, drew the ugly sprites, and fixed the game-breaking bugs.
You don't need permission. You don't need a degree. You just need to download an engine and start breaking things.
Go make something.
Need Inspiration?
Check out what other indie devs are making. Play their games, see what works, and steal their good ideas (not their assets).
BROWSE INDIE GAMES


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