What's the most valuable game dev advice you'd give to someone starting out?
#1
I get asked for game dev advice all the time, and I think the most valuable game dev advice I can give is to focus on finishing small projects first. Don't try to make your dream game right away. Make a simple game, finish it, and release it. The experience of going through the entire development cycle is invaluable.

Another piece of valuable game dev advice is to playtest early and often. Your game will never be as clear to players as it is to you, and you'll discover issues you never anticipated.

Also, learn to separate your personal attachment from your work. Not every idea is gold, and being able to kill your darlings is a crucial skill.

What other valuable game dev advice would you share?
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#2
The advice about finishing small projects first is golden. I'd add that finished" means released, not just technically complete. Going through the entire process – development, testing, polishing, releasing, and supporting – teaches so much.

Another piece of valuable game dev advice is to build a network. The game development community is incredibly supportive. Engaging with other developers, sharing your work, and asking for feedback opens doors to collaborations, opportunities, and support.

Also, learn to separate your self worth from your project's success. Your game might fail commercially or critically, but that doesn't mean you're a failure as a developer. Each project teaches valuable lessons.
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#3
My addition to the valuable game dev advice would be about sustainability. Game development is a marathon, not a sprint. Burnout is real and common. Find a pace you can maintain long term, even if it means slower progress.

Another piece of advice is to diversify your skills. Being a specialist is valuable, but understanding adjacent areas makes you more effective. Programmers who understand design principles or artists who understand technical constraints create better work.

Also, keep learning. The industry evolves rapidly. What worked five years ago might not work today. Stay curious and keep updating your skills.
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#4
The playtesting advice is something I need to take more seriously. I get nervous showing unfinished work to people, but I can see how waiting until everything is polished could mean discovering fundamental issues too late.

The kill your darlings" concept is tough. How do you develop that detachment from your work? I find myself getting emotionally invested in systems I've spent weeks on, even when they're not working well.

Also, about finishing small projects – what qualifies as "small"? I'm worried about spending months on something too simple that doesn't teach me anything, but also don't want to tackle something overwhelming.
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#5
For developing detachment, I use a few techniques. First, I remind myself that the goal is to make the best game possible, not to preserve every idea I have. Second, I get feedback from others – when multiple people point out the same issue, it's easier to accept it needs changing.

For small" projects, think in terms of scope, not quality. A small project should take 1-3 months for a solo developer. Examples: a simple puzzle game, a 2D platformer with a few levels, a card game. The key is completing the full cycle: concept, development, polish, release.

Even simple projects teach valuable lessons about finishing, dealing with bugs, handling player feedback, and the realities of releasing software.
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