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15 points hnthrowaway0328 | 1 comments | | HN request time: 0.2s | source

I think we can all dream. I'll start:

- I will read geological surveys and find fossils.

- I will teach myself Physics and see what happens.

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cableshaft ◴[] No.42183463[source]
I've got a backlog of games I want to make, both board and video games. Working on a couple smaller video games right now, but I'd be able to spend more time on them, and maybe even hire an artist and/or musician to make assets for them.

Also I might finally have the time to get back into making music and learning art that I could eventually make games with good enough art/music of my own that can actually attract people's attention, instead of just sometimes being serviceable enough that it doesn't look like a tiny step above programmer art (and the music isn't just kinda boring)... I've released games with both before, and I will again, but it'd be nice to have the time to actually make them kind of decent without resorting to a minimalist art style (flat textures and basic shapes and typography).

Besides that, I would love to have the time to start learning something a bit more academic, maybe climate or environmental science. Maybe I can figure contribute there in some tiny way.

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hnthrowaway0328 ◴[] No.42185054[source]
Thanks for sharing. Really interesting projects. I myself had some fascination about game dev but it's just too much of effort to create art assets. Nowadays it's a lot easier for artists to create games instead of programmers, unless I don't care about art, which makes it even harder.
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1. cableshaft ◴[] No.42194938[source]
You can pay for art or team up with an artist, or just stick with minimal art styles and games that can get away with it (like puzzle games can often get away with it, although they also tend to make less money on average).

A pitfall with teaming up with an artist is there's no guarantee they're going to stay motivated to work on the project (it can happen for me too, I take long breaks sometimes, why I haven't really tried to team up with anyone lately even though I have years ago). I've had a couple games I've had to scrap because the artist lost interest or had things going on in their personal lives.

There's also paying for art, but that's a bit of a risk, especially with a lot of people either reselling the same art assets with slight tweaks to a bunch of people, using generative A.I., or just selling you art assets they took from elsewhere. So you need to do your due diligence and verify the work of an artist and their skills before you employ them. I have a couple friends that I know that I'm planning to hire to fill in some gaps of my art when I nail down the rest of two of the games I'm working on.

You can do a minimalist art style too, but that doesn't always grab people's atention, so it's a risk. You can make things look more interesting with a lot of movement and animation 'juice' though, instead of making everything static. Two of the games I'm working on use a pretty minimalist art style. One is a modern refresh of a game I released 20 years ago that got millions of plays as a Flash game that I released with (frankly not great) art, so it's possible to make games people will enjoy without amazing art.

But you're really not wrong at all that artists seem to have better luck learning just enough code to use a modern game engine like RenPy or something than vice-versa nowadays, and seem to enjoy a lot more success. Or they can just make beautiful board games, which don't require coding at all and gamers are even more drawn to great art than they are in video games, imo.