
Creating games with weird engines | NZGDC 2025
Keywords
Summary
165 words
Critical Evaluation
Value of the Information & Strength of the Argument
The talk provides valuable practical insights from real-world experience, covering a wide range of topics from player expectations to publisher negotiations. The argumentation is logical and well-structured, with each point supported by examples from the speaker’s journey. The speaker acknowledges limitations and offers balanced perspectives, making the advice credible. However, some claims are anecdotal and may not generalize to all situations.
Scientific Rigor, Source Quality, Title Accuracy
The talk is based on the speaker’s personal experience, which is a valid source for this type of practical advice. He references specific games and tools (e.g., Slay the Spire, Minecraft, LibGDX) but does not provide formal citations. The title accurately reflects the content. The speaker’s background and the detailed case study add to the credibility. No comments were provided for analysis.
138 words
Title / Content Match
The title accurately reflects the content, which focuses on the challenges and benefits of using non-mainstream game engines.
Quality & Reliability
8/10
The talk is based on the speaker's direct experience developing a commercial game with LibGDX, providing practical insights and acknowledging limitations. Claims are generally supported by examples and reasoning, though some assertions (e.g., modding difficulty in Unity/Unreal) are anecdotal.
Key Moments
Markers derived by PSI from the transcript: the creator did not define chapters.
- Introduction: Speaker's background and game 'Adaptory'.
- Definition of 'weird engine' and examples of base-building games using them.
- First area: Players - they don't care about the engine, but genre expectations matter.
- Second area: Cost - open-source engines are free but you must fill gaps in support and maintenance.
- Third area: Control - open-source gives you control but forking is expensive.
- Fourth area: Pre-production - asset stores and conventions are missing in smaller engines.
- Fifth area: Publishers - they focus on risk minimization, portability is key.
- Sixth area: Funding - articulate engine choice to investors and grants.
- Seventh area: Production - avoid engine development trap, keep budget under 5%.
- Eighth area: Testing - CI/CD, community testers, and crash reporting are essential.
Cited Sources
- LibGDX — The game engine used for Adaptory, mentioned as an open-source Java library.
- Slay the Spire — A successful game made with LibGDX, used as an example of portability and success.
- Minecraft — Java Edition modding example, showing Java's modding potential.
- Factorio — A base-building game made in C++, cited as an example of a 'weird' engine.
- Dwarf Fortress — Another base-building game made in C++, cited as an example.
Concurring Sources
- LibGDX — The engine's official site confirms its features and cross-platform support.
- Slay the Spire — Wikipedia confirms the game was made with LibGDX and its success.
Contribution & Novelties
The talk offers a unique perspective on using non-mainstream engines for commercial game development, based on the speaker’s direct experience. It provides a structured framework of ten areas to consider, which is practical for other developers. The emphasis on player-centric decision-making and the importance of testing and community engagement adds value.
Pour aller plus loin :
- LibGDX official site — The engine’s documentation and community resources.
- LWJGL — The low-level Java library that LibGDX is built on.
- Spine 2D — Animation software used with LibGDX, mentioned in the talk.
- Continuous Integration — Concept emphasized for testing and release processes.
- Open-source game engines — Overview of various engines, including open-source ones.
110 words
Radar Profile
The radar profile shows high scores in information quantity, quality, and reliability, with a moderate technical level. This indicates a well-rounded talk that is both informative and credible, but not overly technical, making it accessible to a broad audience.