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bluescrn
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Take note of the reply above about not spending too much time on a framework / tools/ engine.

Then remove the word 'tools' from it!

While it may be easy to spentspend way too much time on a well-engineered engine or over-ambitious tech-for-techs-sake, you really don't want to underestimate the importance of decent tools.

They don't have to be high-tech or optimized - but they need to be stable and very usable. Especially if you're making a game that needs a decent amount of content, or where level design is key.

And especially if you're working on a team of more than one. If your level-building tool sucks, even the best artists/designers out there will struggle to build good levels.

Take note of the reply above about not spending too much time on a framework / tools/ engine.

Then remove the word 'tools' from it!

While it may be easy to spent way too much time on a well-engineered engine or over-ambitious tech-for-techs-sake, you really don't want to underestimate the importance of decent tools.

They don't have to be high-tech or optimized - but they need to be stable and very usable. Especially if you're making a game that needs a decent amount of content, or where level design is key.

And especially if you're working on a team of more than one. If your level-building tool sucks, even the best artists/designers out there will struggle to build good levels.

Take note of the reply above about not spending too much time on a framework / tools/ engine.

Then remove the word 'tools' from it!

While it may be easy to spend way too much time on a well-engineered engine or over-ambitious tech-for-techs-sake, you really don't want to underestimate the importance of decent tools.

They don't have to be high-tech or optimized - but they need to be stable and very usable. Especially if you're making a game that needs a decent amount of content, or where level design is key.

And especially if you're working on a team of more than one. If your level-building tool sucks, even the best artists/designers out there will struggle to build good levels.

Source Link
bluescrn
  • 3.4k
  • 26
  • 30

Take note of the reply above about not spending too much time on a framework / tools/ engine.

Then remove the word 'tools' from it!

While it may be easy to spent way too much time on a well-engineered engine or over-ambitious tech-for-techs-sake, you really don't want to underestimate the importance of decent tools.

They don't have to be high-tech or optimized - but they need to be stable and very usable. Especially if you're making a game that needs a decent amount of content, or where level design is key.

And especially if you're working on a team of more than one. If your level-building tool sucks, even the best artists/designers out there will struggle to build good levels.