Ludo Atlas · Getting Started · Learning Paths
Getting Started. Three routes: hobby, indie, job hunting. Different goals, different commitments, different things to practice. Choose a route first, then advance stage by stage.
1. The Three Routes at a Glance
| Route |
Goal |
Suggested time commitment |
Timeline |
Focus |
| Hobby |
Enjoy yourself; make small works |
3-6 hours a week |
Open-ended |
Fun first, free choice of projects |
| Indie |
Make a game that sells |
15-40 hours a week |
Starting at 1-3 years |
Completion, publishing, survival |
| Job hunting |
Get a job in the industry |
2-4 hours a day + intensive periods |
6-18 months |
Role fit, portfolio, interviews |
2. General Principles
- Learn by doing: projects drive everything; tutorials are only reference books. Every stage must produce something that runs and that you can show to people.
- Escalating projects: start with a project you can finish in 2 weeks; after each one, move the difficulty up a level (see the project list in Your First Game).
- Time-box getting stuck: if one problem blocks you for more than 2 hours, change paths (search, ask, work around it); don't grind it out.
- Join feedback loops: game dev events, communities, friends playtesting. Learning without feedback stalls at feeling good about yourself.
- Make progress public: publish your devlogs; it is both output training and a source of opportunities.
3. Route 1: Hobby
| Stage |
What to do |
Reference |
Acceptance |
| 0-1 month |
Pick an engine, finish the official getting-started tutorial, make your first small game |
Engine Selection Guide · Your First Game |
Publish to itch.io (it can be just for friends) |
| 1-6 months |
One small project per month; try 2-3 different genres |
Genre Handbooks |
3-5 playable works accumulated |
| 6 months+ |
Pick a project you like and make it presentable |
Game Design Handbook |
1 work you are willing to show to strangers |
4. Route 2: Indie
| Stage |
What to do |
Reference |
Acceptance |
| Preparation (1-3 months) |
Finish 2-3 small projects; identify the limits of your ability and your style preferences |
Your First Game |
Can finish a small game independently and publish it |
| Skill building (3-12 months) |
Fill key gaps for your chosen genre (level design / balance / audio / publishing) |
Genre Handbooks · Art & Audio Handbook |
1-2 complete works, including a store page and marketing materials |
| First commercial title (1-3 years) |
One-page kickoff → prototype → vertical slice → release |
Production Handbook · Multi-platform Launch Playbook |
Launched, with data collected (sales, wishlists, reviews) |
| Long term |
Postmortems, iteration, cash-flow control |
Indie Survival |
Can keep developing a second and third title |
Risk warning: the indie route has a high failure rate; survival strategy (savings, part-time work, scope control) matters as much as development skill.
5. Route 3: Job Hunting
| Stage |
What to do |
Reference |
Acceptance |
| Targeting (1 month) |
Decide on target roles (see Roles & Skills Map); collect 20 job descriptions (JDs) for those roles |
Roles & Skills Map |
A distilled list of the most frequently required skills |
| Skills (3-9 months) |
Targeted training against the list; keep fixed daily time for code / art / design |
The matching handbooks (Game Design Handbook, Programming Handbook, Art & Audio Handbook, etc.) |
2-3 role-relevant works completed |
| Portfolio (1-2 months) |
Polish 3 works: one complete, one flashy, one role-matched |
Open Source Picks & Book Recommendations |
A portfolio page you can share |
| Applications & interviews |
Resume, test tasks, behavioral interviews, industry contacts |
To be added |
An offer, or clear feedback on the gaps |
Common interview topics: for engineering roles, data structures and algorithms, engine mechanics and principles, and detailed postmortems of your projects; for design roles, case breakdowns and test-task work; for art roles, portfolio + test task. One bonus point shared by all roles: a project you finished and released on your own initiative.
6. Self-Check Checkpoints per Stage
- Month 1: can I build a small feature on my own without copying a tutorial?
- Month 3: has anyone (even a friend) played my work for more than 10 minutes?
- Month 6: can I explain clearly why a game I have played is fun, and how it was made?
- Month 12: do I have one public record of a year of continuous work (a log, a body of work, a skill tree)?
7. Using This Repository Alongside the Routes
- Read the five Getting Started pages (this section) through once, then settle on a route.
- While working, use the matching handbooks as reference books; do not read them cover to cover.
- Write a postmortem after each finished project, and revisit Pitfalls & Anti-patterns to check against the pitfalls you hit.
- Re-read this page once a quarter to recalibrate your direction.
Further Reading