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回報翻譯問題
Unity and UE4 are good starting points. Unity has a lot of tutorials that anyone can learn (hence all the Greenlight crap that used to flood Steam) and UE4 has incredible optimization for how good its graphics can look.
Connections are also important. The whole reason Dusk was made in the first place was because David Szymanski knew Dave Oshry from the Interceptor forums for Rise of the Triad 2013 and sent him an e-mail.
Those 3 games used all used Unreal Engine, so it was the most logical choice due to the amount of features, cost, and a workflow we're most familiar with.
Amid Evil is extremely unusual as we don't have a lot of actual game design documentation compared with previous projects. We're a very small team so we instead prototype and discuss ideas in realtime. This particular workflow is extremely fast for us.
The project overall has been going well, but I put that down to experience we've learned a lot of 'what not to do' along the way.
Sound design was between me and Andrew. We both have interest in sound design and music so, I dunno, we just use our ears.
Level design is one of the hardest jobs in game dev, since it requires a lot of skills. You have to know everything about the game design you're working on, and programming, art, layouts, architecture, 3d space, lighting, sound, etc etc then you gotta put it all together
Financial advice... make sure you have more money than you need :P things always take longer than you think.
To be a game dev... it takes a lot of work. A lot more than people think. Been doing this for 5 years as a job. It takes up most of my time, haven't made any money but I keep trying.
So if that doesn't put you off, the best advice I've heard is simply 'get started'. Like just start following tutorials, making stuff, you'll learn along the way.
The dude who made stardew valley made the entire game by himself on a tiny dell PC with no prior experience[gamasutra.com]. So anything's possible.