Skip to content
DevMeme
4116 of 7435
Game Dev Expectations in Four Panels
GameDev Post #4492, on Jun 19, 2022 in TG

Game Dev Expectations in Four Panels

Why is this GameDev meme funny?

Level 1: Big Dream, Tiny Cube

This is like wanting to build a huge amusement park, starting with one gray block, then seeing someone else show a finished castle and say it took two hours. Meanwhile, you are tired from work and family chores. It is funny because game making is exciting, but the dream is often much bigger than the time, skill, and energy available.

Level 2: The Game Jam Trap

A game engine is software that helps developers build games. It usually provides rendering, physics, input, audio, animation, scripting, and editor tools. Engines make game development easier, but they do not remove the need to design systems, create assets, fix bugs, test gameplay, and manage scope.

The cube panel is a perfect beginner moment. Many tutorials start with a cube because it is simple and visible. The problem is when the plan jumps from "I made a cube" to "I will build a giant open-world RPG." That is an UnrealisticExpectations problem, not a lack of passion. Big games are made by teams with specialists and years of work.

The polished landscape panel shows why comparison hurts. Online posts often show results, not the failed builds, placeholder art, cut features, broken controllers, performance issues, or months of iteration behind them. The motivation panel shows the other reality: people want to create, but real life competes for the same hours and energy.

Level 3: Scope Creep Quartet

The post calls this "The four horsemen of game development," and the image earns it by placing four different game-dev anxieties in one grid. The top-left panel shows a code editor with 5+5=7 and the captions:

WHAT IS THIS EROR

HALP

The typo in "EROR" matters because it captures beginner panic: the code is visibly wrong, but the emotional experience is still "the machine hates me." The joke is not just that 5+5=7 is incorrect; it is that early GameDevelopment makes even basic logic feel haunted once engine state, scripting, assets, input, physics, and editor UI are all yelling at once.

The top-right panel is the classic ScopeCreep disaster:

MAKING A ROGUELIKE CYBERPUNK 2077 CLONE

THIS IS WHAT I'VE MADE HOW LONK WILL IT TAKE

The visual is a plain cube in a 3D editor. That gap between one cube and a "roguelike Cyberpunk 2077 clone" is where game-development roadmaps go to become archaeological sites. A cube is a useful start: it proves the engine opens, the scene renders, and the camera exists. But it is not a combat system, quest system, city simulation, procedural generation pipeline, animation stack, save format, AI behavior model, asset library, audio mix, UI layer, or QA strategy. Every ambitious solo project starts with a cube and a sentence that should have been split into eight milestones and a warning label.

The bottom-left panel says:

WE'RE A SMALL DEV TEAM WE MADE THIS IN TWO HOURS

WHAT DO YOU THINK WISHLIST US PLEASE

It skewers the other side of the industry: marketing posts that make production look impossibly effortless. A polished open-world scene implies a long chain of invisible labor: environment art, lighting, terrain tools, shaders, animation, camera composition, performance tuning, and probably a lot of marketplace assets or prior work. The "two hours" claim is funny because developers know the difference between assembling a demo scene and building a shippable game. The Steam wishlist plea adds the commercial pressure hiding underneath the miracle.

Then the bottom-right panel lands on the human cost:

I REALLY WANNA MAKE GAMES

BUT MY THREE JOBS, FOUR KIDS AND MORTGAGE ARE KILLING MY MOTIVATION

That is the most honest panel. SideProjects are not just limited by skill; they are limited by time, money, exhaustion, family, health, and the unglamorous fact that creativity often arrives after the workday has already spent your brain. The collage is funny because it compresses the whole pipeline into four moods: "I do not understand the tool," "my dream is too large," "other people make it look easy," and "life is the hardest dependency."

Description

A four-panel collage summarizes several recurring game-development meme archetypes. The top-left panel shows a code editor with "5+5=7" and the captions "WHAT IS THIS EROR" and "HALP"; the top-right shows a plain gray cube in a 3D editor with "MAKING A ROGUELIKE CYBERPUNK 2077 CLONE" and "THIS IS WHAT I'VE MADE HOW LONG WILL IT TAKE". The bottom-left shows a polished open-world fantasy landscape with "WE'RE A SMALL DEV TEAM WE MADE THIS IN TWO HOURS" and "WHAT DO YOU THINK WISHLIST US PLEASE". The bottom-right shows a simple rage-comic face saying "I REALLY WANNA MAKE GAMES" and "BUT MY THREE JOBS, FOUR KIDS AND MORTGAGE ARE KILLING MY MOTIVATION", with a tiny "HELP?".

Comments

7
Anonymous ★ Top Pick Every indie roadmap starts with a cube and a dream, then learns that Cyberpunk 2077 had more than one Jira ticket.
  1. Anonymous ★ Top Pick

    Every indie roadmap starts with a cube and a dream, then learns that Cyberpunk 2077 had more than one Jira ticket.

  2. Deleted Account 4y

    🤨

  3. @andrivvk 4y

    where meme

  4. @denis_klyuev 4y

    4th is so true

  5. @N1KD1 4y

    And the only answer is "just make games lol"

  6. @gizlu 4y

    3d roguelike?

    1. @kvrvgixzis 4y

      Golden Light 👍

Use J and K for navigation