🎮 Ready to PLAY awesome games? Play DodgeKing Deluxe Version: https://store.steampowered.com/app/2086270/DodgeKing/?beta=1
✨ Want to LEARN Kick-Ass Game Development? Join the Void Familia: https://mailchi.mp/18769141c5f2/kick-ass-game-development
Follow My Journey:
📺 Watch My Streams: / @edwardivandeveloper
📱 Connect on Socials: https://edwardivandev.carrd.co/
Hi, I’m Edwardivan Labarca. Creating video games has always been my dream, and now, I’m passionate about teaching others how to turn their game development dreams into reality. Here’s a glimpse into my journey:
• Published My Game: DodgeKing on Steam (https://store.steampowered.com/app/2086270/DodgeKing/?beta=1)
• Worked at a Double-AA Studio: Gladius Studios
• Recreated Classic Games: LBP’s Kirby, Mega Man, Pokémon
• Sponsored for GDC 2023: Latam-2023 PRGDA Sponsorship
• Collaborated and Play-tested: Titles like LunarLux and The Bunny Graveyard
• Upcoming Releases: DodgeKing Deluxe, Another TechnoMancer
• Active in the Community: Puerto Rico Game Developer’s Association (PRGDA)
• Professional Software Engineer – And I started coding just two years ago (2022)!
It wasn’t always like this—pursuing video game development tends to be a common goal for many creatives. It’s the perfect outlet for blending art, logic challenges, and business development. Yet, it’s always been a daunting path, and for a long time, I strayed away from it. The fear of becoming a developer overwhelmed me, leading me to “play it safe” in life. I firmly believe I invested a lot in my engineering career, avoiding my true passion. Here are some highlights from that journey:
2016: Top 4 Future Boeing Engineers at a National-level Engineer Conference; Created a Google-sponsored computer science community for students
2017: Contracted by NASA to record a HASP for the American Solar Eclipse; Began research in soft robotics
2018: Developed Puerto Rico’s first microsatellite (PR-CuNaR-2); Won the National Extreme Engineering Competition
2019: Hired as a Procurement Nuclear Engineer
2020: Lived the expected successful career life… but felt purposeless
Career Evidence: https://www.linkedin.com/in/edwardivan-labarca-222025135/
Despite all my investments in mechanical engineering, I abandoned it all in pursuit of developing video games. I quickly realized that my dream wasn’t as optimistic as I had imagined. In 2021, I quit my engineering job and lived off my savings while supporting my family. As an unemployed developer with bills to pay, I dreamed of my game being my salvation but underestimated what it takes to be successful in this industry.
You need patience, skill, time, a deep understanding of game design, the ability to avoid common pitfalls, learn to delegate, create time for your project, balance a healthy lifestyle, stay focused, seize opportunities, and say “NO” to temptations. You need to become a better version of yourself to thrive in this world.
Because of my pivot, I’ve learned invaluable lessons. My favorite lesson? There’s a difference between creating a game and creating a GREAT game. Game development isn’t as superficial as it might seem. That’s why I create content to help you become the best developer you can be while avoiding the massive life-changing mistakes I’ve made.
Today, I’m dedicated to accelerating your game development projects by focusing on essential design principles, providing educational and technical tools, and empowering you to elevate your games to new heights. We’ll take the right steps together to make this journey efficiently enjoyable.
I know the Game Industry can seem saturated and challenging, but I’ve seen countless warriors overcome these obstacles. Whether you’re learning technical skills, making lifestyle changes to accelerate your project, or just need guidance, I’m here to help you succeed.
Remember, everyone has the potential to create something magical. You are capable of making someone’s favorite game, experience, or lesson.
To all the knights out there, challenges exist to prove your strength.
Get Up or Get Good – Both outcomes are amazing. Don’t give up!
Never give up and keep going! I believe in you.
– Edwardivan Labarca
Algorithm Words:
#gamedev #music #composer #composition #gamemusic #gamemusicplayer #gamemusiccomposer #advice #adviceforgamedevs #adviceformusic #adviceforsuccess #megaman #ideas #unity #fruityloops #flstudio #coding #gamedesign #warning #mistakes #career #psychology #brain #tricks #composing #writing #composition #lifehacks #ideas #showcase #pixelart #newgame #upcoming #wishlist #discount #pixelart #animations #essence #2danimation #3danimation #tricks #tips #youtube #shorts #feelings #identity #steam #steamgames #steamsale #gamedevelopment #generaladvice #quick #coding #shortvideo #money #fusing #lbp2 #playstation #xbox #nintendo #oldgames #newgames #retro #howto #gametips #gameguides #statistics #gameplay #footage #entrepreneur #synthesizer #funny #interestingfacts #interesting
source
Hey!
Here's a breakdown of what's discussed in the video with links to aforementioned resources used.
I really hope this entire development process teaches you something new
and challenges any limiting beliefs about making games quickly.
Feel free to reach-out and ask questions if anything pops-up.
Thanks!
– Edward Labarca
"How I made a Rougelite in 90 Days"
Chapters:
— PREFACE SECTION —
Intro:
0:00 – Intro – 90 Day Game Development
0:14 – Preface: Game Dev + Lessons
0:40 – Where we lose Time as Developers
1:09 – Beyond Game-Dev Scope Choices
1:50 – Resources on Speedrunning Game Dev
Min-Max Game Production Time via Habits:
https://www.youtube.com/watch?v=Oj6IXbIkpu8
Bullet-Proof Choices for Quick Development:
https://www.youtube.com/watch?v=ZjOtwlgzKeg
What do I actually do for 90 Days?:
2:10 – Endpoint Definition
2:26 – How to actually Overscope
3:13 – Roadmapping your Endpoint
4:20 – Allocating Endpoint (Development Phase)
4:41 – Allocating Endpoint (Break-down)
4:45 – Synthesizing Endpoint with Break-down
5:02 – Allocation leads to Task Arrangement
5:12 – Set a Timeframe
Planning Phase (Setting Up for Speed):
5:24 – Know your definition
5:36 – Evaluate Environmental Advantage
6:33 – Asset Pooling
7:23 – Unity Game Engine + Orginization
7:33 – Import Assets
— GAME DEVELOPMENT SECTION —
Prototype Phase (Groundwork):
7:50 – MvP (Grid and Health Systems)
8:23 – Object Pooling
9:29 – Scalabale Systems (Bounds/Parameters)
10:00 – Player Feel (Basic Features + Game Feel)
10:54 – Camera Feel
11:14 – HUD/UI Draft
11:25 – Background + Level Design
11:58 – Settings Menu
13:00 – Basic Weapon PreFab
13:46 – Basic Enemy PreFab
13:59 – Spawn/Despawn Logic
14:55 – (Roguelite) Upgrade System
16:08 – (Roguelite) Polish Visuals
16:48 – (Roguelite) Relic Division
17:38 – DodgeStreak Reward Tie-in
18:18 – Test Prototype
Checkpoint
18:38 – Prototype Checkpoint + Lessons
Alpha Development Phase (Content):
19:24 – Art Content: Character Art
19:45 – Recycle Bottleneck
20:11 – Iteration Demonstration
20:47 – Deluxe-Exclusive Characters
21:06 – Same Struct Trick for Menus
21:58 – Implement Menu + Art
22:11 – (Roguelite) Rougelite-Menus
22:46 – Create Battle Lanes
23:02 – Hazards in Battle Lanes
23:34 – Complete Weapon PreFab
24:08 – Design and Build Enemies (new & old)
24:31 – Implement Enemies
25:00 – Level Scaling System
25:48 – Art Content: Backgrounds
26:13 – Original Soundtrack
DodgeKing-1 OST:
https://www.youtube.com/watch?v=v1JUVw__vmE
26:42 – DodgeKing Deluxe Original Soundtrack ()
DodgeKing Deluxe Version OST:
https://www.youtube.com/watch?v=Xqs1NpXsxX8&lc=UgzkJvsPiorbF5_BV414AaABAg
27:11 – Overworld Prototype
27:56 – Procedural Generation Tool(s)
28:14 – Bugs + Solution for Gen. Seeds
28:53 – Overworld Manager System
29:09 – Design and Build Player Characters (old)
29:43 – Design and Build Player Characters (new)
30:25 – Unlock Screen (Menu)
31:00 – Results Screen (Menu)
31:20 – Save Data System
31:43 – Save Data Systems are Sensitive
32:29 – (Roguelite) Implement more Relics
32:51 – Test Alpha
Checkpoint:
33:11 – Alpha Phase Checkpoint + Lessons
Beta Development Phase (Polish):
33:47 – Beta's goals
33:57 – Implement Bosses
34:16 – Boss Bugs
34:29 – Complete Enemy PreFab
35:17 – Run Play Test Session(s)
35:47 – Evalute Feedback
36:30 – Implement Feedback (Examples)
37:02 – (Roguelite) Re-Roll + Currency
37:53 – Add Endless Mode
38:12 – Game Mode (Menu)
38:28 – Complete Challenge/Bonus Modes
39:04 – Fix Bonus Mode Bugs
39:14 – Dialogue System (Minimum)
39:40 – Player Feedback Cuts Tutorial
40:43 – Deluxe Character Ability Balance
41:18 – Quality of Life Additions
42:00 – Beat the Game
Checkpoint:
42:29 – Beta Phase Checkpoint + Lessons
Launch Phase (Last Stretch):
43:01 – Endless Patching
43:16 – Test ALL Features + Patch
43:50 – Endpoint Rewards Focus
44:47 – Lessons of Following Endpoint
45:31 – Engine Manipulation for Content
46:21 – Launch the Game
Behind the Scenes:
46:39 – Cut Content (Retro Mode + Another Chance)
47:37 – Cut Content (Cutscens + Multiplayer)
48:04 – Ideas that didn't make it
48:21 – Post Launch – Bug #1: Typos
48:32 – Post Launch – Bug #2: 100% Save File (rip)
49:11 – DodgeKing Deluxe Version uses DodgeKing-1's Steam Page
49:32 – Habits + Decisions to MinMax Game Production Time
Min-Max Game Production Time via Habits:
https://www.youtube.com/watch?v=Oj6IXbIkpu8
Bullet-Proof Choices for Quick Development:
https://www.youtube.com/watch?v=ZjOtwlgzKeg
49:47 – Conclusion
Resources:
🎮 DodgeKing Steam Page: https://store.steampowered.com/app/2086270/DodgeKing/?beta=1
✨ Kick-Ass Game Development Course: https://mailchi.mp/18769141c5f2/kick-ass-game-development
📝 Presentation in PDF: https://drive.google.com/file/d/1RyiLB1CwtY3LucxfOIjmQ6uC8_owuHwa/view?usp=sharing
Dang dude, this is fantastic for 90 days, great work!
Timestamps:
0:00 – Intro – 90 Day Game Development
0:14 – Preface: Game Dev + Lessons
0:40 – Where we lose Time as Developers
1:09 – Beyond Game-Dev Scope Choices
1:50 – Resources on Speedrunning Game Dev
2:10 – Endpoint Definition
2:26 – How to actually Overscope
3:13 – Roadmapping your Endpoint
4:20 – Allocating Endpoint (Development Phase)
4:41 – Allocating Endpoint (Break-down)
4:45 – Synthesizing Endpoint with Break-down
5:02 – Allocation leads to Task Arrangement
5:12 – Set a Timeframe
5:24 – Know your definition
5:36 – Evaluate Environmental Advantage
6:33 – Asset Pooling
7:23 – Unity Game Engine + Orginization
7:33 – Import Assets
7:50 – MvP (Grid and Health Systems)
8:23 – Object Pooling
9:29 – Scalabale Systems (Bounds/Parameters)
10:00 – Player Feel (Basic Features + Game Feel)
10:54 – Camera Feel
11:14 – HUD/UI Draft
11:25 – Background + Level Design
11:58 – Settings Menu
13:00 – Basic Weapon PreFab
13:46 – Basic Enemy PreFab
13:59 – Spawn/Despawn Logic
14:55 – (Roguelite) Upgrade System
16:08 – (Roguelite) Polish Visuals
16:48 – (Roguelite) Relic Division
17:38 – DodgeStreak Reward Tie-in
18:18 – Test Prototype
18:38 – Prototype Checkpoint + Lessons
19:24 – Art Content: Character Art
19:45 – Recycle Bottleneck
20:11 – Iteration Demonstration
20:47 – Deluxe-Exclusive Characters
21:06 – Same Struct Trick for Menus
21:58 – Implement Menu + Art
22:11 – (Roguelite) Rougelite-Menus
22:46 – Create Battle Lanes
23:02 – Hazards in Battle Lanes
23:34 – Complete Weapon PreFab
24:08 – Design and Build Enemies (new & old)
24:31 – Implement Enemies
25:00 – Level Scaling System
25:48 – Art Content: Backgrounds
26:13 – Original Soundtrack
26:42 – DodgeKing Deluxe Original Soundtrack
27:11 – Overworld Prototype
27:56 – Procedural Generation Tool(s)
28:14 – Bugs + Solution for Gen. Seeds
28:53 – Overworld Manager System
29:09 – Design and Build Player Characters (old)
29:43 – Design and Build Player Characters (new)
30:25 – Unlock Screen (Menu)
31:00 – Results Screen (Menu)
31:20 – Save Data System
31:43 – Save Data Systems are Sensitive
32:29 – (Roguelite) Implement more Relics
32:51 – Test Alpha
33:11 – Alpha Phase Checkpoint + Lessons
33:47 – Beta's goals
33:57 – Implement Bosses
34:16 – Boss Bugs
34:29 – Complete Enemy PreFab
35:17 – Run Play Test Session(s)
35:47 – Evalute Feedback
36:30 – Implement Feedback (Examples)
37:02 – (Roguelite) Re-Roll + Currency
37:53 – Add Endless Mode
38:12 – Game Mode (Menu)
38:28 – Complete Challenge/Bonus Modes
39:04 – Fix Bonus Mode Bugs
39:14 – Dialogue System (Minimum)
39:40 – Player Feedback Cuts Tutorial
40:43 – Deluxe Character Ability Balance
41:18 – Quality of Life Additions
42:00 – Beat the Game
42:29 – Beta Phase Checkpoint + Lessons
43:01 – Endless Patching
43:16 – Test ALL Features + Patch
43:50 – Endpoint Rewards Focus
44:47 – Lessons of Following Endpoint
45:31 – Engine Manipulation for Content
46:21 – Launch the Game
46:39 – Cut Content (Retro Mode + Another Chance)
47:37 – Cut Content (Cutscens + Multiplayer)
48:04 – Ideas that didn't make it
48:21 – Post Launch – Bug #1: Typos
48:32 – Post Launch – Bug #2: 100% Save File (rip)
49:11 – DodgeKing Deluxe Version uses DodgeKing-1's Steam Page
49:32 – Habits + Decisions to MinMax Game Production Time
49:47 – Conclusion