Guide · Getting started
From an idea
to your first playable.
Five steps for anyone who wants to make a game and doesn't know where to begin. No experience needed. Take them in order, and don't rush the first two.
Step 01
Choose your engine
A game engine is the software you build your game in. It handles drawing, physics, sound and input, so you can focus on the game itself. We recommend starting with one of these three. Each can make a real, finished game, so pick the one that fits what you want to make.
Unity
Best for2D and 3D, mobile and VR. The biggest library of tutorials and ready-made assets.
What you'll learnC#, a widely used programming language
Cost to startFree (Personal) until your studio makes or raises US$200k in a year
Difficulty Moderate
First small game1–2 months
Unreal Engine
Best forHigh-end 3D: realistic visuals, shooters, big open worlds.
What you'll learnBlueprints (visual scripting) first, then C++
Cost to startFree. 5% royalty only after a game earns US$1M
Difficulty Demanding
First small game2–3 months, and it needs a strong PC
Roblox Studio
Best forMultiplayer games with a built-in audience, especially younger players.
What you'll learnLuau, a beginner-friendly scripting language
Cost to startFree. Earnings come through Roblox's own currency
Difficulty Beginner-friendly
First small gameA few weeks
Difficulty and time are rough guides for someone brand new, practising a few hours a week. Prices and licence terms change, so check each engine's own site before you sell anything.
Can't decide?
Brand new and want the gentlest start, or want players straight away? Try Roblox Studio. Want the most flexible all-rounder, for 2D, 3D or mobile, with the most tutorials? Start with Unity. Dreaming of big, realistic 3D worlds and have a strong PC? Go with Unreal Engine. You can always switch later, because the ideas you learn carry over.
Step 02
Decide what you actually want to build
Before you open the engine, get a clear picture of the game in your head. A small idea you can see clearly beats a huge idea you can only feel.
Collect your inspiration
List three games you love. For each one, write down the specific thing that hooks you: the jump that feels perfect, the eerie music, the satisfying upgrade. Those moments are your ingredients.
Write a one-sentence pitch
"A game where you ___, in a world where ___, and it feels ___." If you can't fit it in one sentence yet, keep cutting until you can.
Find the core loop
What does the player do every ten seconds? Jump and dodge? Stock shelves and serve customers? That repeated action is the heart of your game. Everything else is decoration.
Build a vision board
Gather screenshots, colours, sketches and music that capture the mood. One page is enough. It's what you'll come back to when you lose your way.
Shrink it
Your first game should be small enough to finish in a few weeks: one mechanic, one level, one goal. Save the big dream for later. You'll make it better once you've finished something small.
Step 03
Learn one engine and its true foundations
Pick one engine and stay with it. Every engine is built on the same handful of ideas. Learn these properly and everything else gets easier.
The editor
Where everything lives: your scene, your files, and the properties of whatever you've selected.
Scenes and objects
Your game is made of objects (players, walls, coins) arranged in scenes or levels.
Components and scripts
Objects get behaviour by attaching pieces to them: a sprite to draw, a collider to bump into things, a script to think.
The game loop
Every frame, the engine reads input, updates every object, then draws the screen, around 60 times a second.
Input and movement
Turning key presses and controller input into motion that feels good.
Physics and collisions
Gravity, solid ground, and knowing when two things touch.
Camera, UI and sound
What the player sees, the score on screen, and the audio that brings it to life.
Building your game
Exporting a version other people can actually play.
How to learn it
Follow one complete beginner course from start to finish, without skipping ahead. Then rebuild the same thing without the video. The second time is where the learning really sticks.
Recommended course · Unity
How to Make a Game in Unity 6: Full Course for Beginners
Jimmy Vegas on YouTube
Watch on YouTube
Each engine also has free official learning material: Unity Learn, Unreal Engine learning and the Roblox Creator Hub.
Step 04
Make a rough start
Now take what you pictured in Step 2 and get a rough version of it into the engine. It's meant to be ugly. The goal is to feel your idea for the first time.
Use boxes, not art
Grey cubes for the player, flat planes for the ground. Developers call this "greyboxing". Art can wait until you know the game is fun.
Build only the core loop
Get the one thing the player does every ten seconds working. No menus, no story, no settings yet.
Play it, then change one thing
Play for two minutes, notice what feels off, fix just that, and play again. Small loops of change and test are how games get good.
Save often, and use version control
Keep backups, or learn the basics of Git, so one mistake never costs you a week of work.
You're done with this step when
Someone else can pick up your rough version and play the core idea for a minute without you explaining it.
Step 05
Keep building, and keep talking to people
This step never really ends. The developers who make it aren't the most talented. They're the ones who kept going and didn't do it alone.
Grow your toolkit
Add skills one at a time: pixel art or 3D modelling, sound and music, shaders, UI. Learn each one when your game needs it.
Join a game jam
Make a whole game in a weekend around a theme. Jams like the Global Game Jam and the hundreds on itch.io teach you to finish fast.
Show your work early
Share clips and builds while they're still rough. Real players will find what's fun, and what isn't, faster than you can.
Find your people
Join the Helm community, local meetups, and groups like the New Zealand Game Developers Association. Ask questions, and help the next person when you can.
Keep a devlog
Write a few lines each week about what you built and what you learned. It keeps you moving, and becomes your story later.
Finish, then start the next one
Release something, even something small, then take what you learned into a slightly bigger second game.
Ready for the next stage?
When you're working on your first real project, the Building guides cover scoping, prototyping, working with others, and getting through the middle.