How To Make A Game Alone (In 2024)

Thomas Brush
27 Dec 202313:11
EducationalLearning
32 Likes 10 Comments

TLDRGavin, the creator of the hit indie horror game Choo Choo Charles, discusses his development process and tools used to build the game solo. He covers conceptualizing and launching the unique idea in just 2 weeks, using Unreal Engine and 2D art tools, sourcing customizable assets, implementing audio with free online libraries, gaining 550k wishlists pre-launch, priorities like marketing in the final weeks, and achieving over 100 million views on launch day. He advises planning thoroughly with a design document and playtesting for accessibility and engagement.

Takeaways
  • 😊 Gavin used Unreal Engine 4 & 5 for Choo Choo Charles and Blender for 3D assets
  • πŸ‘¨β€πŸŽ¨ Gavin created a unique art style by drawing over downloaded textures in Clip Studio Paint
  • πŸ”­ The spider train idea came from putting a creepy spin on Thomas the Tank Engine
  • πŸ“ Gavin only spent 2 weeks on initial concepting before building hype with a trailer and Steam page
  • πŸ›  The first month focused on creating marketing materials to gauge interest, not full gameplay details
  • 🎞 Custom train model allowed specific design needs like walkable perch and small interior
  • 🎧 Most sounds are from freesound.org, edited to match in-game actions
  • ⏰ Gavin finishes the full game build 1 month before launch to focus purely on marketing
  • πŸ‘ Launch reception exceeded expectations with 100M+ launch day views
  • πŸ”’ Peak concurrent players exceeded 4,000
Q & A
  • What game engine does Gavin use?

    -Gavin uses Unreal Engine 4 for Choo Choo Charles and has now moved to Unreal Engine 5.

  • What tools does Gavin use for 2D art?

    -Gavin uses Photoshop for all his 2D art like marketing materials, poster art, and texture art.

  • How long was the pre-production phase for Choo Choo Charles?

    -The pre-production phase for Choo Choo Charles was very fast, around 2 weeks. In that time Gavin conceptualized the core gameplay, characters, and mechanics.

  • What was Gavin's goal for the first month of development?

    -Gavin's goal for the first month was to create a trailer, screenshots, and a Steam page to gauge interest and start gaining wishlists.

  • What guided Gavin's decision to create a custom train model?

    -Gavin created a custom train model because he had specific design needs like a walkable perch for guns and a small interior. He also wanted a specific visual style similar to Thomas the Tank Engine.

  • Where does Gavin source sounds from?

    -Gavin sources most sounds from freesound.org. He also has some custom music created by a musician he hires named Tom Bellingham.

  • What does Gavin do in the last month before launch?

    -In the last month before launch, Gavin focuses solely on marketing - making trailers, videos, press releases etc. The game itself is feature and content complete at this point.

  • What was Gavin most worried about regarding launch?

    -Gavin was most worried about player reception - whether people would like the game and be happy with their purchase.

  • How many wishlists did Choo Choo Charles have at launch?

    -Choo Choo Charles had 550,000 wishlists at launch.

  • How many concurrent players did Choo Choo Charles peak at?

    -Choo Choo Charles peaked at just over 4,000 concurrent players.

Outlines
00:00
😊 Introducing the indie game developer Gavin and his unique horror game Choo Choo Charles

The video introduces Gavin, the solo developer behind the viral indie horror game Choo Choo Charles. It discusses his development process, tools used, pre-production phase, asset workflow, custom 3D modeling, sound design, marketing strategy and successful launch.

05:02
πŸ› οΈ Rapid pre-production focused on core mechanics rather than specifics

Gavin spent only 2 weeks in pre-production, conceptualizing unique characters, fun gameplay loops, and foundation mechanics like upgradable trains and weapons. He decided specifics like missions and AI functionality would be figured out through development.

10:03
πŸ’° Building hype and maximizing exposure through strategic marketing

The last month before launch was focused on marketing - making trailers and press releases, getting influencer coverage to build wishlists. This hype machine delivered over 100 million views at launch.

Mindmap
Keywords
πŸ’‘Indie game development
Indie game development refers to the process of creating video games independently, without the financial backing of a large studio. The video focuses on providing advice from an experienced indie developer on tools, techniques, and common mistakes. It aims to help aspiring indie developers understand how to make their own games.
πŸ’‘Game mechanics
Game mechanics are the rules and systems that govern gameplay and player interactions in a game. The developer mentions figuring out core mechanics early on, like having different guns and missions, a customizable train to drive, etc. These formed the basic gameplay foundation.
πŸ’‘Virality
Virality refers to content that spreads rapidly and widely across the internet through social sharing. The creepy spider train idea sparked chatter online and drew attention to the game, showing the importance of viral content.
πŸ’‘Pre-production
Pre-production involves planning and designing gameplay features, art style, etc. before full development begins. The developer kept this very short to have a demo ready faster, allowing wishlists and feedback to guide development.
πŸ’‘Prototyping
Prototyping means creating a basic early version of a game to test ideas. While not explicitly mentioned, the developer's approach of finalizing core mechanics first is a form of prototyping.
πŸ’‘Asset stores
Asset stores provide 3D models, textures, visual effects etc. that developers can buy and integrate into games more quickly than making everything from scratch. The developer used many asset store items to speed up work.
πŸ’‘Modularity
Modularity means creating game components designed to work interchangeably, like lego blocks. The developer created modular wooden building pieces so new structures could be constructed rapidly.
πŸ’‘Sound design
Sound design refers to the creation and integration of sounds/music to heighten a game's ambience and emotional experience. The developer edited free online clips to match specific actions occurring on screen.
πŸ’‘Influencers
Influencers are people with an online following and impact. Getting them to play/promote games helps generate more buzz. The developer focused on contacting influencers before launch.
πŸ’‘Wishlists
Wishlists allow players to indicate interest in upcoming games on platforms like Steam. High numbers signal demand and help convince press and influencers to provide coverage.
Highlights

Used Unreal Engine 4 and 5 for the game, Blender for 3D assets, and Photoshop for 2D art

Spent only 2 weeks on initial concepting and came up with core ideas like spooky trains, driving around in a train, upgrades and customizations

Knew that unique art style and recognizability would help branding and marketing

Took classic nostalgic characters and put them in horror context, decided to make Thomas the Tank Engine spooky

Wanted players to drive around on a train, so created spider-like enemy train for engagement

Focused first month purely on creating trailer, screenshots and Steam page to gauge interest

Created custom modular wooden building pieces for structures to match game's style

Sourced most sound effects from freesound.org, used custom music from hired musician

Launched with 550K wishlists, was mainly concerned about player reception

Tools down a month before launch to focus purely on marketing and building hype

Got 50M views on TikTok at launch, over 100M total views across social media

Peak concurrent players over 4,000 shortly after launch

Joined by over 4,000 students in game development program

Actually published indie developer with experience releasing commercial titles

Great time to start learning and making indie games in the new year

Transcripts
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