Making Video Games in 2025 (without an engine)
3 days ago
- #game-development
- #indie-games
- #custom-engines
- The author has been making video games for 20 years without using commercial game engines.
- They argue that making games without big engines can be easier, more fun, and involve less overhead.
- They prefer writing their own small tools for specific use cases, enjoying the control over their development stack.
- The author uses C# for game development, appreciating its modern features, performance, and accessibility.
- They rely on SDL3 for cross-platform functionality, including windowing, input, and rendering.
- FMOD is used for audio, despite being proprietary, due to its capabilities for dynamic audio control.
- For assets, they use simple loading strategies, sometimes writing scripts for preprocessing.
- They often create custom level editors and use Dear ImGui for UI in editor tools.
- The author has transitioned to Linux for development, valuing open-source and cross-platform tools.
- They mention Godot as a good open-source engine option but prefer their custom workflow.
- For 3D games, they still favor custom frameworks over big engines, citing Celeste 64 as an example.
- They highlight the ease of integrating game-specific workflows, like automatically processing Aseprite files.
- The conclusion is to make games without a big engine if it sounds fun to the developer.