Building the skills.
WHAT TO LEARN FIRST
Programming fundamentals, if you lack them One engine, thoroughly The mathematics of vectors and transformations
WHY THE MATHEMATICS
Position, rotation, direction and distance underlie everything, and confusion there blocks progress.
WHAT TO BUILD FIRST
Very small complete games.
WHY COMPLETE
Finishing teaches what starting does not: polish, menus, saving, builds.
WHAT SEQUENCE WORKS
A game with one mechanic A game with a win and lose state A game with menus and saving A game you release publicly
WHY RELEASING MATTERS
It teaches the final twenty per cent, which is where most projects die.
WHAT GAME JAMS PROVIDE
A deadline, a constraint, and a finished thing.
WHY THEY ARE VALUABLE
They force completion at a scale that is achievable.
WHAT TO AVOID
Following long tutorial series without building anything independently Starting an ambitious project as a first project Rewriting the same beginning repeatedly
WHAT TO STUDY
Games you enjoy, analytically: what is happening, and why it feels as it does.
WHAT TO PRACTISE
Finishing.