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topgrain2yesterday at 11:12 PM9 repliesview on HN

Almost every time I see a halfway polished “solo developer” game, they did not do all the work themselves. Especially, they usually hire out the music, maybe other sounds, and much of the artwork. Sometimes they also have freelancers doing marketing and such. Sometimes even some paid help writing the software.

I highlight this not to bring those developers down, but because I think it’s important people understand how these things actually come to be, so they aren’t discouraged to try themselves by thinking they ought to actually be doing 100% of the work solo. That’s pretty rare.


Replies

stateofftoday at 6:09 AM

I depends on the background. I'm 2 years into solo developing a game and all programming, artwork and animation is my own. I had to invest into quite some learning to make it possible, but I figured it's a worthwhile investment. I do work with a composer, though.

Point being, it depends on which skills you bring to the table, which ones you are willing to learn and which ones are worth collaborating on.

I still think the term Solo-developer is justified in any case. The one who soley carries the burden of bringing the game from idea to the finish line is the solo developer, IMHO.

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shit_gametoday at 6:09 AM

The perception of what a polymath is is changing incredibly fast, as both the floor and ceiling for being passable or outstanding in any field is rising exponentially. For the last 50-oddish years, it's been the case that being proficient with a single piece of software can make you an invaluable asset in industry; understanding the concepts behind the software and the problems it solves even moreso. Rather recently, we've reached a point where software ergonomics, freely available education and information, and even AI assistance in development or usage have lowered this floor in terms of cost, knowledge, effort, and skill. For example, it's trivially easier today to create a 3d animation than it was 5, 10, or 20 years ago, and the visual quality of it would be similarly disproportionately better.

The domains of different crafts are ever-expanding, including all of their history and all new developments, of which new developments seem to be coming at an ever-increasing pace as populations grow, internet access grows, and the free time of populations spent doing things other than merely surviving grows. There is a larger and broader base of knowledge necessary for a person to be considered competent in the current state of anything, and the number of disciplines is also increasing. Two decades ago, having a person specializing in frontend development for a specific web browser would have been unthinkable.

All of this work is built upon the backs of other people. Game engines, 3d modeling and texturing and animating, language design and implementation, audio software and sound design, graphics libraries, runtime optimizations, operating system APIs, networking improvements, distribution networks, etc. etc.. To think that any one person could possibly create everything they use to then create these final products, no matter the scale they are, is ignorant.

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3formtoday at 11:40 AM

Even the famously brought up cases of solo projects often end up hiring help once they become popular. Stardew Valley and Dwarf Fortress come to mind.

I think for the later stages it's common to contract someone for other platforms, especially mobile.

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chaostheorytoday at 2:33 PM

The Stardew Valley dev did do everything himself though

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RobRiveratoday at 2:57 AM

I would never view a truth-teller in a negative light.

oalae5niMiel7qutoday at 10:34 AM

If that's how it was developed, then it wasn't made by a solo developer. What you're describing is called a team.

streetfighter64today at 9:03 AM

Yes, solo developer does not mean "solo developer, composer, artist, etc."

21asdffdsa12today at 6:21 AM

Not lately, loads of sub-jobs going to LLMs..

AmVessyesterday at 11:21 PM

Solo developer just means they developed the game themselves, not made it all themselves. I'm not sure how you could write what you wrote without that occurring to you.

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