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Create free accountwow thank you for clicking on this thumbnail I can't wait for you to watch this video my name is Thomas brush I'm the creator of a game called pinstripe I'm also working on a game called once upon aoma now believe it or not the majority of my portfolio which is about 10 years of work is been completely solo from the music to the design to the artwork to the code I do it all and I love doing it now full disclosure my current game that I'm working on I have a coder doing the development work behind the game and I'll admit it's really nice to have him working with me but but I'm not going to sit here and lie to you and tell you that it's not possible to do it all on your own so let's get started here are five reasons why you can make a game completely alone okay so the first reason why you can make a game completely alone is just look maybe 20 years ago at what they had to do to make games especially with code one of my favorite games from childhood is Roller Coaster Tycoon and I remember being really impressed with that game because it wasn't actually 3D right it was 2D Sprites like stacked on top of each other and like interweaving and looping together it was insane well this
game was written in assembly which makes it even crazier assembly is extremely strict and difficult to write and it takes a lot more code to write a simple command now Flash Forward to things like C and unity or unreal it is so much easier to write script Unity basically writes the code for you and if you don't understand how to write something it's just a simple Google search away and we'll get to that in the next Point honestly when I hear about people complaining about coding now I think they're forgetting about assembly or just see or Visual Basic those languages were much more difficult to learn now you can pretty much have a computer write the code for you I'll be honest though it does take time to learn to code but once you get the general idea of how code works and how it's supposed to be written you can pretty much get started on making a game immediately all right the second reason why you can make an indie game solo is that there are easy to understand resources available at your fingertips all over Google okay if you ever have a problem just Google it right and I think this is kind of a
meme now for indie game developers they've always got Google available at their fingertips to figure out a solution to a problem looking back even at like the flash days resources were so much more technical than they are now so if I ever need had a problem with action script which is the language that you made flash games in you'd have to go to adobe's website and and look through these highly Technical Resources that really weren't written for for people like you and me but now when you go to unity's website and look at the resour ources it's almost like someone like you or me wrote those resources they're written in layman's terms and sometimes they're even funny ultimately I think gaming software companies like unity and unreal are actually competing with one another to be the most Dev friendly it's also really cool to see companies like Unity coming out with their own online courses that you can take to master game development and I've actually linked that in the description below now the third reason why you can make Indie Games completely alone is that there are easy to master tools available at your fingertips there's logic pro there's
Photoshop there's Unity there's even blender and I've actually gotten in trouble in my previous videos for saying that blender sucks but the truth is is now they're coming out with a new version of blender that is much more userfriendly so you can see that companies across the board are competing with one another to become more userfriendly easier to master now I know what you're thinking you're thinking okay Thomas cool the tools are available but what if that's not for me what if I'm not an artist what if I'm not a musician what what if I can't do 2D art or 3D art what if I'm more of a coder well let me say this logic pro has a ton of free stuff available uh free Loops free drum Loops free melody Loops that you can drag and drop inside of logic pro and make a song in like 10 minutes now again I'll be honest and say that if you're going the shortcut here you will make a good song but it's not going to be great and it probably won't fit perfect with your game I've said this in previous videos If you lean into your talents but so sort of but if you lean
into your current Talent what's your skill set and then sort of do the right generic things for other T skill sets so write a decent song I've said this in previous videos it's important for you to lean into a talent or a skill set that you have so if you're like a really good programmer well make a generic good song a decent song in logic pro and then make sure you're doing a really good job with the code honestly this can Band-Aid anything that's not super awesome in your game but then again you still made the game alone and that's pretty cool fourth reason why you can make Indie Games completely solo is pre-made assets and there's actually a ton of pre-made assets available inside of unity's asset store now a great example of this is the first tree by David well actually he just texted me I I swear that I'm not even kidding he just texted me about this so he said uh he used lot of I
swear he's right here uh he said that um the most important one that he used was playmaker uh which he said he's still lousy at code third person controller by obsiv stylized nature pack and Gia g a a um he always tried to add his own touch to the assets and make sure it didn't look like an asset flip um I took a bit of the assets here too so great advice from David right he took a lot of assets from unity's store but he made sure to make them look personalized for his game you can do the same thing and you really shouldn't be ashamed of it this is becoming more and more of a norm and in fact I used to be a purist I wanted to do everything from scratch on my own but now for my next game I'm going to use pre-made assets and I'm not going to be ashamed of it even games like Hollow Knight did this hollow Knight used something called 2D toolkit and I'm going to be using 2D toolkit for my next game here's one major warning if you're going to be using pre-made assets especially if they use code make sure that that the developers of those assets
are keeping up with the unity updates the last thing you want to do is download an asset that no one really knows about and that the developer is not keeping up with and making it crucial to your game then suddenly when you update Unity the whole game will break now the fifth reason why you can make Indie Games completely alone is that it's okay to make games that are small now this might sound a little weird but when I first started making games uh in the flash era and that was almost 10 years ago it was okay to make small games maybe even 15 to 30 minute long games because honestly they were free and people were just happy to be playing your game if it was free so you'd spend 4 months making a game you'd release it on Newgrounds or armorgames.com and then you'd get millions of players happy with your game even though it was 30 minutes long then like five or six years later people were releasing more and more releasing indie games on Steam it became the norm to release games that were a little bit longer maybe 4 hours long to 6 hours long and charging $20 for these games now something I didn't realize is there
is kind of a new trend and I could be wrong here but a new trend for hour to hour and a half long games coming out on places like Steam and even Nintendo switch and charging about 10 bucks for these games honestly I think this is a result of AAA companies releasing games that don't really have a storyline don't have a good campaign and they focus way too much on making money in the multiplayer environment YouTube reviewers like Jim Sterling for example are more and more starting to complement games that are small short and sweet and he actually reviewed pinstripe and one of the reasons he loved that game is that it was short and it had a good story so I figured you know what I'll play something decent for a change and these days to get some decent story based gameplay that isn't going to charge you up the wo and charge you 10 bucks for a save slot thank you very much metal gear survive oh yeah I was too busy laughing at the zombie unicorns to mention that little detail we're actually going to play something good I think it's our job to make games that are small mean mean f and sell them for
$10 to $15 this is also a really encouraging thing because when you start making games solo it's really daunting to think about making a three-hour project those will take years to make but if you decide that you're going to make an hourong game you can actually probably finish it in 5 months this is great because honestly if you're going to be spending 3 years on a project you're probably going to quit before you finish again my name is Thomas brush I make video games for a living and I love what I do if you like this video please hit the Subscribe button and let me know know what you think hit the Bell if you want to get notified please leave a comment and I'll try and answer as best as I can if you want to support this Channel and what I do you can head on over to patreon and support for $5 or more and you'll get your name in the next video thanks again guys see you later bye
Solo game development is increasingly viable due to significant advancements in software accessibility and industry shifts toward smaller, high-quality projects. The primary thesis is that modern tools and resources have lowered the barrier to entry, allowing individuals to manage the entire production cycle—from coding and design to art and music—without needing a large team.
Key factors enabling this shift include the evolution of programming languages and game engines. Modern engines like Unity and Unreal have replaced complex, low-level languages like assembly with user-friendly interfaces and extensive documentation. Furthermore, the availability of high-quality, pre-made assets in digital marketplaces allows developers to bypass time-consuming tasks. While purists may prefer building from scratch, utilizing these assets—provided they are well-maintained and compatible with engine updates—is now a standard industry practice that helps prevent burnout and project abandonment.
The industry is also seeing a resurgence in demand for shorter, narrative-driven experiences. While the market previously trended toward longer, multi-hour titles, there is a growing appetite for "short and sweet" games that can be completed in one to two hours. This trend benefits solo developers, as smaller scopes allow for faster development cycles, typically ranging from five months to a year, which significantly increases the likelihood of project completion. By leaning into personal strengths and using external resources to supplement weaker skill sets, developers can produce professional-grade games independently. Ultimately, the combination of accessible learning materials, user-friendly creative tools, and a market receptive to smaller, focused projects makes solo development a sustainable career path.
The games and companies this document names on the inner ring, other documents about them on the outer one. Select a cover to see it up close and open it in a new tab; drag to move, pinch or Ctrl + scroll to zoom.
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