It's also important to note I don't make money from video games (yet)
I don't earn anything from PitchYaGame et al.
I work in the video game space.
I used to work in employment outside of video games.
I wasn't seasoned enough to take releasing video games seriously before. ๐ค
Posts by Mr #PitchYaGame
The amount of moving parts, data, assets, hats you need to wear, in order to make a video game (even more if solo)
I question why I continue to put myself through it at times.
But I've done this my whole life; it's part of me, so it'd be difficult for me to just say no more.
You need to be able to execute. It's one thing to have an idea, it's a whole other thing to project manage and direct a whole video game through to completion, and then to market.
Even after a lifetime I feel like I'm only really just starting to break proper ground myself. ๐
If one of your goals in life is to be a successful #GameDev; to make money from doing what you love, you NEED TO HAVE a plan.
It's not as simple as just make video games, release them and boom.
I've spent a lifetime with video games in every capacity and this shit is HARD! ๐ค
Yup.
#GameDev is easy ๐ค๐
You've also got to factor the times where you hit brick walls. And you're going to hit an awful lot in the cycle.
Those times where you have that bug you can't shake, and oft-can't replicate.
On that note: sometimes just gotta plumb in a work-around or pivot! Don't get stuck.
Some sessions; very much like mine today, are going to feel like an uphill struggle.
You'll feel you're adding more to your to-do list than you're actually ticking off.
Just remember that each tick is a step closer. Plus you'll tick something off that makes all right again.
Yup. ๐ those in our lives we can never hide it from.
Not a decision I could ever make lightly either. Loved ones, responsibilities / commitments. Work in the industry full time, PitchYaGame, et al.
But in the past I've not locked in, regretted it.
Ultimately above anything, especially as Im getting older, happiness first. ๐
The toughest thing I face, is time. At some point I know I'm going to have to seriously consider locking in, beyond my spare time. I can gauge the right time for that once I reach base camp; demo.
That's the scariest part to me. Taking a risk. Going all in. A decision that could be made easier.
When I go to announce it properly, I don't just want it to be a oh look at this cool thing I'm making. Here's a cool mechanic.
I want it to be a, hey not only can you look at my cool game, you can play a demo of it, and wishlist it on the new Steam page.
Years ago I would have shared WAY too early, locked myself into all the pressures that come with that.
Let me tell you though, it's been extremely tough not to show it off, but a mish mash of mechanics isn't a game.
Now it's evolving into something playable; The key part.
That being said, it's reaching a natural point in it's development now where I feel it's becoming worthy enough to share; No longer just an idea in my head.
Starting to resemble an actual video game, I know people will love one day.
It's important NOT to fully commit too early.
One of the biggest things, for me, has been NOT sharing it. So much so know one would even know it exists, yet.
This has been massive for me, because it's removed all undue pressures, to hit better timing, the right timing, and so there's less run way between major milestones.
If I had to hazard a guess at timings..
My game is 2-3 years from full 1.0 Release.
My game is 1-2 years from Early Access Release.
My game is 6 months to 1 year from a Demo.
Deep down I also know that's being generous.
The thing is I can do it, or not, time still passes.
If you're missing integral parts in those loops, you hit snags developmentally.
The "whole" process needs to be, and feel, seamless, orchestrated, like it's been running like that since the dawn age.
The only way you get there is from constant iteration and refinement.
Back to closing loops. What I mean:.. let's say you are making an extraction shooter.
You need to be able to Equip, Deploy, Fight, Loot, Extract, Heal/Rest, Store/Retrieve, Restock (ammo/supplies), Buy/Sell, Upgrade. Redeploy.
Needs to be complete. No gaps. Close the loop.
My battle is now NOT to find myself looking at the top of the mountain, but focusing on the next base camp; a demo.
To hit that point, now I need to make it publicly consumable, as error free as possible, and work more considerately on the ui/ux to tie it all together.
I say this as I've once again taken on a mammoth project, but I'm starting to see the game; again underestimated.
Only because I've stuck with it, chipped away at it, refined it, refined it, and refined it even more. It's now starting to resemble an actual video game.
Find the game, fast.
Focus on the core mechanics that drive the game. The core loops that make up the game; Close them down.
Once you've hit a certain point. Don't delay things like main menu, save / load etc.
For a game to start feeling like a game, it needs to represent one.
You never truly know how much work's involved in making video games until you're in the thick of it.
Sure you can have an idea, but even the smallest ideas end up way more complex than we realise.
Trick is, keep chipping away. Foundation. Core. Close loops. Compare progress. ๐ค
Pitching, and pitching well, are hard skills to master but such incredible skills to learn ๐ค
Prior to this I'd gone for a telesales role, hated it; walked out during lunch. Even left my stuff.
I also took a huge risk on the above, as I'd just moved to the area and needed to secure work desperately.
Thankfully, the risk paid off as I managed to land the above job. ๐
Always believe in yourself, never undersell yourself!
I once applied for an admin job and ended up creating an ecommerce position for much more pay all because I sold my skills during the interview. Granted it won't always happen this way.
Also negotiated no phone on desk. ๐
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Can also just as easily grade the harder tasks, so it makes finding the easier ones, well easier.
Tip for #GameDev / anyone with giant to-do lists. Grade the difficulty.
๐ด= difficult
๐ = medium
๐ข= easy
Especially useful for days where you WANT to be productive, but aren't firing on all cylinders.
Grants you quick glance picks. Plus easy ticks can be a great foothold. ๐ค
Still 3 PYG dates in 2026. ๐ค
Jun 5th - #PitchYaGame
Sep 4th - #TeaseYaGame
Nov 6th - #PitchYaGame
Old image of early prototyping for Gachicon Arcade.
One of the most recent images of Gachicon Arcade, featuring better aesthetics and graphics, actual working machines, customers, shelf stock and more.
There's no greater motivation in #GameDev than..
Then vs Now ๐ค
The use of PYG and even the #PitchYaGame hashtag(s) don't bother me as such, it's the lack of respect, the how, and the timing of their use that does. ๐๐ฅฐ