Physical Address!
Globlar OÜ Harjumaa Tallinn, Estonia!
Physical Address!
Globlar OÜ Harjumaa Tallinn, Estonia!

Quick answer: To create your own video game.
One, Describe your idea in one sentence.
Two, Shrink it to the smallest version that’s still fun.
Three, Pick a free engine like Godot and Unity or GameMaker.
Four, Build an ugly prototype of the core action.
Five, Playtest it with real people.
Six, Polish.
Seven, Publish on itch.io or Steam. A first game can take 2 to 12 weeks and you can start for $0.
You’ve played hundreds of games. You’ve probably also said “I could make something better than this.”
Here’s the good news: you’re right. And in 2026 you don’t need a computer science degree. A studio or a big budget to prove it.
Here’s the bad news: most people who start to create their own video game never finish. They plan a giant open-world epic, get overwhelmed in week two and quit.
This guide is built to stop that from happening to you. You’ll get a clear path from “I have an idea” to “people are playing my game,” with real costs and honest time estimates and a working code example and a 30-day plan. And near the end I’ll show you the one mistake that quietly kills most first projects. Don’t skip it.
Yes. And you’d be joining a huge audience that’s already there.
According to the Entertainment Software Association’s latest Essential Facts report, about 67% of Americans play video games for at least an hour a week, and U.S. industry revenue reached $60.7 billion in 2025. The same ESA research found that the average player is 36 years old. So your future players aren’t just teenagers. They’re parents, commuters and people who want a quiet 20 minutes to unwind.
What has changed is the tooling. The best engines are free to start, tutorials are everywhere and you can publish to a store the same week you finish.
But here’s what the “easy game-making” ads won’t tell you: making a game is easy to start and hard to finish. The skill that matters most isn’t coding or art. It’s finishing small things. Keep that in mind because everything below is designed around it.
Before you open any software, set your expectations. Here are realistic ranges for a small first game think one mechanic a few levels 10 to 30 minutes of play.
| Path | Typical time to first playable | Upfront cost | Coding needed? |
| No-code tools (GDevelop, Construct and Scratch) | Days to 2 weeks | $0 to low monthly fees | No |
| Free engine + learning to code (Godot, Unity and GameMaker) | 2 to 8 weeks to a prototype; 1 to 6 months to a finished small game | $0 | Yes, a little at a time |
| AI-assisted building | Days to weeks (for simple games) | $0 to subscription | Light, but you must understand what it makes |
| Hiring a developer or freelancer | Weeks to months | Varies widely and often thousands of dollars | No |
These are rough estimates based on common beginner experience not guarantees. Your pace depends on how many hours per week you can give.
What you need on your computer: a laptop or desktop made in the last several years is enough for 2D games. For 3D with big engines, more RAM and a decent graphics card help but you don’t need a gaming rig to start.
So which path is yours? The answer starts with your idea and most people get this part backward.
Your dream game. The one with an open world, crafting multiplayer and a branching story is actually five or six games stacked on top of each other. As one beginner guide on DEV Community puts it an idea like that isn’t one project, it’s several. Save it for game number five.
Before you touch any software answer these three questions in one sentence each:
Example: “You move a basket left and right to catch falling apples. You win by reaching 30 points. You lose if you miss 3 apples.”
That repeating action is called your core loop and it’s the heart of your game. If the core loop isn’t fun with plain squares and no music polish won’t save it.
If you can’t write those three lines without saying “and also” you have too much game. Cut until you can.
Pick one. A small game you finish teaches you more than a huge one you abandon.
Be honest about your situation:
| If this sounds like you… | Start here |
| “I want something playable this weekend.” | A no-code tool like GDevelop and Construct or Scratch |
| “I’m willing to learn a bit of code over a few weeks.” | Godot or GameMaker (2D), or Unity (2D/3D, mobile) |
| “I want realistic 3D graphics.” | Unreal Engine (expect a steeper climb) |
| “I only have a story, no code skills and a budget.” | Twine for text games and or hire a freelancer |
| “I want to see how AI can speed me up.” | Any engine above, plus an AI assistant (see the AI section below) |
If you’re stuck, choose Godot for 2D or GameMaker for 2D. Both are friendly for beginners and their tutorials are easy to follow.
A game engine is the software that handles graphics, sound, physics and input so you don’t have to build those from scratch. Trying to write your own engine as a first project is a classic trap. Unless you’re fascinated by how engines work skip it.
Here’s how the big names compare in 2026:
| Engine | Best for | Language | Cost to start |
| Godot | 2D and lightweight 3D and solo developers | GDScript (Python-like) or C# | Free and open source (MIT license) no royalties |
| Unity | Mobile and cross-platform 2D/3D, big asset store | C# | Unity Personal is free for individuals and small organizations under $200K in revenue and funding over the last 12 months (Unity) |
| Unreal Engine | High-end 3D visuals | C++ and Blueprints (visual scripting) | Free; a 5% royalty applies only after a title passes $1M in lifetime gross revenue |
| GameMaker | Fast 2D games | GML | Free for non-commercial use; a paid license is needed to sell |
| GDevelop / Construct | No-code 2D games | Visual “events” | Free tiers available |
| Twine | Text and branching-story games | Simple markup | Free |
Prices and terms change so check each engine’s official site before you commit.
One more thing: don’t spend two weeks comparing engines. The skills you learn (game loops, collisions, input state) transfer between all of them. Pick one and move on.
This step separates people who finish from people who don’t.
A prototype is a rough, ugly version that answers one question: “Is the core loop fun?”
Yes, really. Grab index cards, dice and a pen. Board-game-style testing lets you find out whether your rules work before you spend weeks coding. Design writers often recommend building a paper prototype before opening an engine, because changing a card costs nothing and changing code costs hours.
In your engine, use colored squares, cubes and capsules. No art, no menus and no music. If the game isn’t fun with a blue rectangle chasing a red rectangle better graphics won’t rescue it.
Hook: In the next section you’ll build a working mini-game step by step. Even if you pick a different engine later. The logic is the same.
Let’s build the “catch the falling apples” idea in Godot 4. This is a simplified walkthrough to show you how the pieces fit together. It’s not a full course but it gets you to your first moving character.
extends CharacterBody2D
const SPEED = 300.0
func _physics_process(delta):
var direction = Input.get_axis(“ui_left”, “ui_right”)
velocity.x = direction * SPEED
move_and_slide()
What this does, in plain English: every physics frame the game checks whether you’re pressing left or right sets your speed, and moves the character. That’s it. Press play and your square slides across the screen.
Show the score on a Label. When lives hit zero show a “Game Over” message and a restart button.
Congratulations. You now have a complete game: input, movement, spawning, collisions, score and win/lose and restart. Those are the same building blocks inside much bigger games.
Stuck? Godot’s official documentation includes a “Your First 2D Game” tutorial that walks through a similar project in full.
The steps are the same: a player object that reads input objects that spawn and move and collision detection, a score variable, and a game-over state. Only the button names change.
You have four options from cheapest to most custom:
Always check licenses. “Free” doesn’t always mean “free for commercial use.” Keep a simple spreadsheet listing every asset, where it came from and its license. You’ll thank yourself at launch.
Here’s an uncomfortable truth: you can’t judge your own game. You know every rule so everything feels obvious to you.
So do this instead:
If three out of five people get confused in the same place that’s not a player problem. That’s a design problem. Fix it then test again.
Game designers call it “juice” the small touches that make actions feel satisfying. These cheap additions make a huge difference:
Warning: polish is also where projects stall. Set a deadline: “I’ll polish for two weeks then I ship.”
Time to put it in front of real players. Here are your main options:
| Platform | Best for | Cost | What the store keeps |
| itch.io | Beginners, game jams and experimental games | No listing fee | You choose the split; the default is 10% |
| Steam | PC games with wider reach | $100 per game (Steam Direct fee) | 30% on standard sales |
| Apple App Store / Google Play | Mobile games | Developer account fees (check current prices) | Typically around 15% to 30%, depending on program |
| Your own website | Full control or web games | Hosting costs | You keep the revenue (minus payment fees) |
A few details worth knowing:
Pro tip: create your Steam “Coming Soon” page as early as you’re allowed to talk about the game. It collects wishlists while you finish building.
A great game nobody sees is still invisible. You don’t need an ad budget. You need consistency.
If you plan to sell your game, a few things are worth a quick check. This is general information not legal or tax advice. So talk to a qualified professional about your situation.
Short answer: yes, as a helper not a magic button.
Where AI helps:
Where AI struggles:
The best way to use AI is to treat it like a patient tutor. Ask it to explain the code it writes. If you paste in code you don’t understand. The first bug you hit will stop you cold.
Need a schedule? Use this one. It assumes about 5 to 8 hours a week.
| Week | Goal | Deliverable |
| Week 1 | Idea and engine | Three-line concept, engine installed and one basic tutorial finished |
| Week 2 | Prototype | A gray-box version with movement and the core loop |
| Week 3 | Playtest and build | Feedback from 5 people, a win/lose condition and basic art and sound |
| Week 4 | Polish and publish | Menus, bug fixes, an itch.io page and a public release |
If you fall behind, cut features not deadlines.
Here’s the part I promised earlier. Most first projects don’t fail because of bad code. They fail because of these:
The “quiet killer” mistake is number 1 in disguise: believing your first game has to be the game. It doesn’t. Your first game is practice. Ship it and learn from it and make the next one better.
No. No-code tools like GDevelop, Construct and Scratch let you build games with visual blocks and rules. That said learning a little code (like GDScript in Godot) gives you far more freedom.
You can make and publish a simple game for close to $0 using free engines, free assets and itch.io. Costs rise if you hire artists or composers, buy paid assets and pay for Steam’s $100 fee or join mobile developer programs.
A tiny first game can take a few days to a few weeks. A polished small game often takes a few months. Large commercial games take teams years so avoid comparing yourself to them.
For most people Godot or GameMaker (for 2D) and GDevelop or Construct (for no-code). Unity is also popular thanks to its huge library of tutorials.
Yes, but most first games earn little. Treat your first project as a skill-building investment. Revenue becomes realistic after you’ve shipped a few games, built an audience and learned what players want.
Simple 2D games and no-code games can be built on modest hardware. Some tools also run in a web browser. For larger 3D projects, a stronger computer helps.
Go solo for your first project. Teams add coordination work and you’ll learn faster owning the whole process. Add collaborators once you’ve shipped something.
To create your own video game, you don’t need talent and a big budget or a perfect idea. You need a small concept. A free engine. A rough prototype, honest feedback and the stubbornness to finish.
So here’s your challenge for the next 24 hours:
That’s it. A moving square is the start of every game you’ve ever loved.
What kind of game are you going to build? Tell me in the comments and I’ll point you to the best first steps for it.
Written By globlar.com | Author: Majid Ishfaq!