How to Make Your First Game: A Step-by-Step Guide for New Indie Developers

Go on your game dev journey with our witty, comprehensive guide. From concept to launch, learn the ins and outs of indie game creation. No experience? No problem!"

Jeff K

6/21/202415 min read

My post coIn the dimly lit corners of bedrooms and garages across the world, a peculiar breed of dreamer is hunched over keyboards, fueled by a cocktail of ambition and energy drinks. These are the indie game developers, and you’ve just joined their ranks. Welcome to the club, kiddo. Hope you like ramen.

Your weapon of choice? A vague idea and the unshakeable belief that your game will revolutionize the industry. (Spoiler: It probably won’t, but hey, neither did Notch’s “Cave Game” — and look where that ended up.) But don’t let that deter you. Every gaming legend started somewhere, usually with something that would make their future selves cringe. It’s a rite of passage, like your first hangover or that regrettable haircut in high school.

This guide is your map through the treacherous terrain of game development. We’ll climb the lofty peaks of ideation, trudge through the swamps of debugging, and hopefully emerge on the other side with something that resembles a game. Or at least a really convincing prototype you can show off at parties.

Whether you’re a coding savant who dreams in binary or an artistic soul who thinks “programming” is some kind of dark magic, we’ve got you covered. We’ll break this journey down into bite-sized chunks, more digestible than that fossilized pizza slice you’ve been nibbling on during coding marathons.

So strap in, future game dev superstar. It’s time to transform that nebulous idea floating in your caffeine-addled brain into pixels and code. By the end of this guide, you’ll be armed with the knowledge to create your first game — and maybe, just maybe, make your mom proud. (Results may vary. Moms are a tough crowd.)

Section 1: The Idea Phase

The idea phase is like the first date of game development — exciting, full of possibility, and fraught with the potential for spectacular failure. But don’t worry, we’ll help you navigate these treacherous waters without ending up as fish food.

1.1 Inspiration: Where Good Ideas Come From (and Bad Ones Go to Die)

Contrary to popular belief, good game ideas don’t spring fully formed from the forehead of Zeus. They’re more like that weird casserole your aunt brings to Thanksgiving — a mishmash of ingredients that somehow work together.

Your inspiration could come from anywhere:

  • Other games (just don’t copy-paste, you plagiarizing panda)

  • Books (yes, reading is still a thing)

  • Movies (no, not just the Marvel ones)

  • That fever dream you had after eating questionable sushi

The key is to keep your eyes open and your mind wider than a politician’s promise. Carry a notebook, use a note-taking app, or get that idea tattooed on your forehead if you must. Just don’t let it slip away.

Minecraft started as a cave simulator. Angry Birds was born out of the 2008 financial crisis (seriously, look it up). Your weird idea about a dating sim for sentient toasters? It might just be crazy enough to work.


1.2 Concept Development: Turning Your Brain Fart into a Breath of Fresh Air

Now that you’ve got your killer idea (or at least, an idea that’s not completely terrible), it’s time to develop it. This is where you separate the wheat from the chaff, the gold from the pyrite, the Marios from the Bubbsy 3Ds.

First up, brainstorming. Grab a whiteboard, a mind-mapping app, or a long-suffering friend, and start spitballing. No idea is too stupid at this stage. Someone once pitched “Goat Simulator” with a straight face, and now it’s a cult classic.

Some questions to ponder:

  • What makes your game unique? (Besides the fact that you made it)

  • Who’s your target audience? (Please don’t say “everyone”)

  • What’s the core gameplay loop? (If you answered “fun”, go sit in the corner)

Once you’ve got a solid concept, it’s time to storyboard. Think of it as your game’s Tinder profile — you want it to be appealing, but not too flashy. Sketch out key scenes, gameplay moments, or that cool boss fight you’ve been dreaming about since you were 12.

At this stage, your game is perfect. It’s all downhill from here, my friend. Enjoy this moment of blissful ignorance before the harsh realities of development come crashing down like a ton of buggy code.

But hey, that’s a problem for future you. Right now, you’re an idea wizard, conjuring digital worlds out of thin air. Embrace it, revel in it, and maybe lay off the energy drinks for a bit. You’re starting to twitch.

Next up: Planning and Design, where we’ll turn your beautiful fever dream into something resembling an actual game plan.

Section 2: Planning and Design

Welcome to the part where your beautiful, nebulous idea crashes headlong into the brick wall of reality. Don’t worry, it’s supposed to hurt.

2.1 The Game Design Document: Your Game’s Constitution (or Manifesto, if You’re Feeling Rebellious)

Ah, the Game Design Document (GDD). It’s like the Bible of your game, minus the controversial bits about shellfish. This is where you translate your fever dreams into something resembling a plan.

Your GDD should cover:

  • Mechanics (How does your game actually, you know, game?)

  • Story (Once upon a time in a galaxy far, far away… No, not that one. You’ll get sued.)

  • Characters (Please, for the love of all that is holy, give them more personality than a damp sponge)

  • Level Design (Flat plains stretching to infinity are so 1980s)

Now, I know what you’re thinking. “Do I really need to write all this down? Can’t I just keep it in my head like some game development savant?” Sure, if you want your game to have the coherence of a Jackson Pollock painting. The GDD is your roadmap, your North Star, your Hitchhiker’s Guide to the Game-axy. Ignore it at your peril.

Pro tip: Keep it flexible. Your GDD isn’t the Ten Commandments. It’s more like the Pirate Code — guidelines, really.

2.2 Prototyping: Where Dreams Meet Duct Tape

Now we’re getting to the good stuff. Prototyping is where you take your grandiose vision and boil it down to its skivvies. It’s like making a movie trailer, but instead of showing all the best parts, you’re figuring out if there are any best parts to show.

Start with a “vertical slice” — a small, playable chunk of your game that showcases the core mechanics. It doesn’t need to look pretty. In fact, if your prototype looks good, you’re doing it wrong. This is the “ugly baby” phase of your game. Only you can love it.

Some prototyping tips:

  • Use placeholder art. Grey boxes are your friends. Embrace the cube.

  • Focus on core gameplay. Is it fun? No? Make it fun. Still not fun? Well… there’s always interpretive dance as a career backup.

  • Iterate faster than a caffeinated hamster on a wheel. Try things. Break things. Fix things. Repeat.

Angry Birds had 51 failed games before it. Rovio was one game away from bankruptcy when they hit the jackpot. The moral of the story? Keep throwing spaghetti at the wall. Eventually, something will stick. Or you’ll have a really messy wall. Either way, it’s a win.

As you prototype, you’ll discover that some of your brilliant ideas are actually terrible. This is normal. In fact, it’s good. Better to find out now than after you’ve remortgaged your house to fund development. (You haven’t done that, right? Right??)

By the end of this phase, you should have something that vaguely resembles a game. It might be held together with duct tape and dreams, but hey, that’s game dev for you.

Next up, we’ll go into the trenches of actual development. Spoiler alert: this is where the real “fun” begins. And by “fun,” I mean “the kind of challenges that make you question all your life choices.” But don’t worry, we’ll face them together. Bring coffee.


Section 3: Development

Welcome to the thunderdome, rookie. This is where dreams are forged in the fires of caffeine-fueled coding sessions and where sanity goes to die. Buckle up.

3.1 Choosing Your Tools: Picking Your Poison

Choosing a game engine is like picking a wand at Ollivander’s, except instead of the wand choosing you, you’re stuck with whatever you can afford or wrap your sleep-deprived brain around.

Your main contenders:

  • Unity: The Swiss Army knife of game engines. It can do anything, which means you’ll spend the next six months figuring out how to do anything.

  • Unreal: Perfect if you want your game to look like a Michael Bay film but run like a three-legged donkey on most machines.

  • Godot: The indie darling. Free, open-source, and with a name that sounds like you’re waiting for something. Fitting, really.

The best engine is the one you’ll actually use. Kind of like gym equipment, but with less potential to become an overpriced clothes hanger.

Pro tip: Whichever you choose, prepare for a long-term relationship more complex than your last five Tinder matches combined. You’ll love it, hate it, curse it, praise it, and occasionally whisper sweet nothings to it at 3 AM when your code finally compiles.

3.2 Programming Basics: Welcome to the Matrix

If you’re new to coding, congratulations! You’re about to enter a world where semicolons are more divisive than pineapple on pizza, and where a single misplaced bracket can ruin your entire week.

Some key concepts to wrap your head around:

  • Variables: Like little boxes where you store your stuff. Except sometimes the stuff changes. And sometimes the boxes disappear. Fun, right?

  • Functions: Imagine a vending machine. You put something in, it does a thing, and you get something out. Except sometimes it catches fire.

  • Loops: For when you want to do something over and over and over and over and over and… you get the idea.

  • Conditionals: If this, then that. Else, who knows? Chaos, probably.

Coding is like writing a cookbook for an alien who takes everything literally. Be precise, be clear, and for the love of all that is holy, comment your code. Your future self will thank you when you’re trying to decipher your midnight coding brilliance six months from now.

Learning resources:

  • Stack Overflow: Where dreams go to die and where you’ll copy-paste 90% of your code from.

  • YouTube tutorials: Because apparently, every 12-year-old is now a coding prodigy with a webcam.

  • Official documentation: For when you hate yourself and want to read the most boring prose since your high school algebra textbook.

  • As you start coding, keep this in mind: “every expert was once a beginner who refused to give up. They just had fewer Twitter distractions and more undiagnosed carpal tunnel syndrome.”

In the immortal words of Jake the Dog from Adventure Time: “Sucking at something is the first step to becoming sorta good at something.” So embrace the suck. Revel in it. Soon, you’ll be writing spaghetti code with the best of them.

Coming up, we’ll dive into the world of art and sound, where we’ll turn your programmer art stick figures into something slightly less likely to scare small children. Bring your crayons and your sense of misplaced optimism.

Section 4: Art and Sound

Welcome to the part where your beautiful code gets a makeover. It’s time to turn those programmer art stick figures into something that won’t make children cry. Probably.

4.1 Visual Assets: Making Your Game Easy on the Eyes (Or at Least Less Painful)

Visuals are the icing on your half-baked cake of game mechanics. Whether you’re going for hyper-realistic or “my kid could draw that” chic, graphics aren’t everything, unless they are.

Your options:

  • Pixel Art: Because nothing says “indie game” like graphics that were cutting edge in 1985.

  • 3D Models: For when you hate your computer and want to see it suffer.

  • Hand-Drawn Art: Hope you kept those doodles from high school math class.

  • Minimalist: When you can’t art but want to pretend it’s a style choice.

Consistency is key. Pick a style and stick to it. Your game shouldn’t look like a drunken stumble through art history.

If you’re artistically challenged (join the club), fear not! The internet is awash with resources:

  • Free Asset Sites: Because nothing says “unique vision” like the same free assets everyone else is using.

  • Hire an Artist: Turns out exposure doesn’t pay bills. Who knew?

  • Learn to Art: YouTube university is now offering degrees in “how to draw something that doesn’t look like it was made by a caffeinated squirrel.”

Pro tip: Placeholder art is like a bad haircut. It’s temporary, but everyone will remember it. Use with caution.

4.2 Sound Design: Because Silence is Only Golden in Libraries

Sound is the unsung hero of game development. Or is it the sung hero? Either way, it’s important.

Components to consider:

  • Music: Should set the mood, not make players want to set themselves on fire.

  • Sound Effects: Nothing says immersion like a perfectly timed “boop” or “kapow.”

  • Voice Acting: Just because your roommate does a killer Christopher Walken impression doesn’t mean they should voice your entire game.

Creating sound on a budget:

  • Free Sound Libraries: Like dumpster diving, but for your ears.

  • Make Your Own: That “whoosh” sound? Totally doable with a toilet paper roll and a lot of enthusiasm.

  • Hire a Composer/Sound Designer: Because sometimes, professionals actually know what they’re doing.

Good sound design is like a good butler. It should be ever-present but unobtrusive. Unless you’re making a game about butlers. Then go nuts.

A word on music licensing: Nothing kills the mood of your epic boss battle quite like a copyright strike. Make sure you have the rights to any music you use, or prepare for a silent game and a loud lawsuit.

As you go on this audiovisual journey, keep in mind the wise words of Bob Ross: “We don’t make mistakes, just happy little accidents.” That blob that was supposed to be a fearsome dragon? It’s now a cuddly mascot. That screeching sound effect that was supposed to be a sword swing? Congrats, you’ve just invented a new alien language.

In the next section, we’ll dive into the deep end of testing and iteration. Prepare to have your ego bruised and your code ridiculed. But don’t worry, it’s all in the name of making your game suck less. Bring your thick skin and a family-size pack of energy drinks.

Section 5: Testing and Iteration

Picture this: It’s 3 AM. Your hair’s a mess, your eyes are bloodshot, and you’re cackling maniacally because you’ve just squashed that bug that’s been haunting you for weeks. You lean back, take a swig of your room-temperature energy drink, and think, “This is it. My game is perfect.”

Oh, you sweet summer child.

The Brutal Truth of Playtesting

Alex thought their game was ready for the world. Then they watched their mom try to play it.

“Honey, why can’t I jump?”

“Mom, it’s a racing game.”

“But what if I want my car to jump?”

And just like that, Alex learned the first rule of playtesting: Your game will be played in ways you never imagined, by people who think very differently from you.

Playtesting is like letting a toddler loose in a china shop. It’s chaotic, it’s messy, and things will break. But it’s also the only way to make your game bulletproof. Or at least toddler-resistant.

Some playtesting tips from the trenches:

  1. Shut up and watch. Your first instinct will be to explain everything. Resist it. If players need a user manual to get past the title screen, you’ve got work to do.

  2. Get diverse testers. Your gamer friends are great, but what about your technophobe uncle? If he can play your game without breaking his flip phone, you’re onto something.

  3. Take notes. Your memory is about as reliable as a chocolate teapot. Write everything down.

  4. Prepare for brutal honesty. Criticism of your game is not criticism of your worth as a human being. (Repeat this to yourself as needed.)

    The Art of Iteration: Turning Feedback into Fun

    Now, armed with a notebook full of confused comments and a slightly bruised ego, it’s time to iterate. This is where the real magic happens.

    Iteration is like sculpting, if your chisel was a jackhammer and your marble kept changing its mind about what it wanted to be. It’s messy, it’s frustrating, and it’s absolutely essential.

    Here’s a typical iteration conversation:

    You: “I’ll just tweak this one little thing.” Your Game: “I’ll just break in seventeen new and exciting ways.” You: “But I only changed one line of code!” Your Game: “You fool! That line was holding the fabric of reality together!”

    The key to successful iteration is prioritization. You can’t fix everything at once, unless you’ve invented time travel (in which case, why are you making games? Go win the lottery!).

    Some iteration strategies:

    1. Fix the big stuff first. If players can’t figure out how to start the game, maybe hold off on adjusting the shade of blue on level 47’s sky.

    2. Keep a “known issues” list. It’s like a to-do list, but more likely to make you cry yourself to sleep.

    3. Don’t be afraid to kill your darlings. That super cool feature that nobody understands and everyone hates? It’s time to let it go. (Cue Elsa singing in the background.)

    4. Playtest after every major change. What fixed one problem might have created three more. It’s the circle of game development life.

    Iteration isn’t just about fixing what’s broken. It’s about polishing what works until it shines brighter than your sleep-deprived eyes at 4 AM.

    As you emerge from the crucible of testing and iteration, your game will be different. Probably better. Definitely more interesting. And you? You’ll be a battle-hardened developer, ready to face the final boss: Launch and Marketing.

    Pat yourself on the back, take a shower (trust me, you’ll need it), and prepare for the final push. The finish line is in sight, and it smells like victory. Or maybe that’s just the pizza you forgot about three days ago. Either way, onward!

    Section 6: Launch and Marketing

    The big day approaches. Your game, your beautiful brain-child, is ready to face the world. You’re excited, terrified, and pretty sure you forgot to put on deodorant this morning. Welcome to launch day, kid.

    The Pre-Launch Hustle

    Meet Sarah. She’s been coding her roguelike bullet-hell cooking simulator for two years. (Hey, niche genres are in!) She thinks she’s ready to launch. She is not.

    Sarah: “I’ll just put it on Steam and watch the millions roll in!” Narrator: “She would not, in fact, watch the millions roll in.”

    Here’s the hard truth: obscurity is the death of indie games. You need to build hype like your game’s life depends on it. Because it does.

    Some pre-launch strategies:

    1. Social media presence: Start yesterday. Share development snippets, behind-the-scenes peeks, and the occasional cry for help. People love a good underdog story.

    2. Press kits: Journalists are busy, lazy, or both. Make their job easy. Give them screenshots, trailers, and a story hook juicier than a perfectly ripe peach.

    3. Steam page: Set it up early. Very early. Like, “the moment you have a vague concept” early. Wishlist numbers are your new religion.

    4. Trailer: If your trailer doesn’t make people want to throw money at their screens, keep editing. Or hire someone who can make it do that.

    Launch Day: Riding the Rollercoaster

    Launch day is like riding a rollercoaster, if that rollercoaster was on fire and the track was still being built in front of you.

    A typical launch day timeline:

    9:00 AM: Hit the “publish” button. Immediately panic and check for typos. 9:05 AM: Refresh sales page. Repeat every 30 seconds until eyes bleed. 10:00 AM: First sale! To your mom. Thanks, mom. 11:00 AM: First review! It’s… not great. Remind yourself that not everyone understands your artistic vision. 2:00 PM: Sales trickling in. Alternate between elation and existential dread. 6:00 PM: Realize you forgot to eat. Or sleep. Possibly shower. 11:59 PM: Collapse into bed, dreaming of Steam charts and Metacritic scores.

    Launch day is just the beginning. Keep the momentum going with updates, community engagement, and maybe a strategic sale or two. Think of your game as a plant. A plant that needs constant watering, pruning, and protection from the harsh realities of the gaming market.

Conclusion: You Did It, You Magnificent Bastard

Congratulations! You’ve survived the wild ride of game development, from the first spark of an idea to the nerve-wracking launch day. Your game is out there, in the wild, being played by actual humans (and possibly some very advanced AI).

You’ve learned that game development is part art, part science, and part masochistic endurance test. You’ve discovered that your most brilliant ideas often lead to the most spectacular failures, and that sometimes, the best features are happy accidents.

But most importantly, you’ve created something. In a world of consumers, you’ve become a creator. You’ve breathed life into pixels, turned code into emotions, and probably consumed enough caffeine to power a small city.

So what now?

Final Thoughts: The Never-Ending Quest

Here’s a secret that veteran game developers know: it never gets easier. But it does get better.

Your next game will be a new challenge. You’ll face new problems, new frustrations, and new moments of “why did I choose this career?” But you’ll face them as a battle-hardened developer, armed with the knowledge and experience you’ve gained.

Remember:

  • Every game you make teaches you something.

  • Every player who enjoys your game is a victory.

  • Every negative review is… well, it still stings. But you’ll learn from those too.

So keep creating. Keep learning. Keep pushing the boundaries of what’s possible in this wild, wonderful world of game development.

And who knows? Maybe your next game will be the one that changes everything. Or maybe it’ll be a beloved cult classic played by a devoted few. Either way, you’re part of a grand tradition of creators, innovators, and slightly mad geniuses who dare to ask, “What if?”

Now go forth and create. The world needs your games, developer. Even the weird ones. Especially the weird ones.

And in the immortal words of every programmer ever: if it works, don’t touch it.