Hello, I am new in unreal engine and i want to work on an AAA Indie horror game with high quality but i have problems in finding resources with high quality on youtube and I want to make things profissionally and I want a profissional person who worked on previous projects to help me make these mechanisms.
I think starting with smaller, modular systems like inventory or movement is a great approach. Focus on one mechanic at a time and build from there. Also, study how AAA games structure their gameplay loops—it helps a lot.
The first step, is resetting your expectations. Your first game will not be AAA - you need to take initial baby steps, and learn what X is, what Y does, why Z is the way it is. There is no skipping the work and time to gain the skills and experience that will result in you producing something of quality. That is called “magic” or “fantasy”. It’s just not real. You won’t learn to play the piano without striking a key at some point, no matter how many times you listen to a savant play.
Second step: learn how to learn. If you can’t seek out and ingest knowledge, you’ll be stuck in a loop of impatience and getting hypnotized by “become a game developer in 5 hours” courses by grifters that exist only to take your money, tutorials by non-experts who command made-up authority that will ultimately teach you bad habits, and dead ends.
Make a very simple and dorky game, to get the full experience end to end. This way you have at least touched all the elements that go into making a game, and you become familiar with the different stages. The next time you go to make a game, what lies beyond your current stage of development isn’t a mystery and you have a better idea if the actions you take then might paint you into a corner later.
Professionals are going to tell you this: practice, practice, practice. Document, document, document. Fail. Iterate. Read. A lot. Watch very long conference presentations. Reverse engineer. Making games is work, plain and simple. Anyone who says differently, probably isn’t experienced.
Now, it can be fun, but generally only once you know what you are doing, have enough skill to take the thing that’s in your head and put it on the screen, and observe others playing it. It can also be fun before this, but it really kicks in when you’re more capable.
It’s always been the case that someone who has never engineered a simple tool, let alone a basic game, downloads something like the OTS (off-the-shelf) version of Unreal Engine for example, and is determined to create the next GTA or an MMO, or a AAA this-or-that. It seems more cases of this are happening - perhaps because there are less meanie face old farts being blunt and crushing dreams.
Pretty much all of the budding developers jumping into game design accept these hard truths. This brings up another important trait/skill to acquire: accepting facts, criticisms, and genuine advice. The less time you waste in fantasy land trying to fit a square peg in a circle slot, the more time you have to move forward and get better.
Here’s a test for yourself: every day for a week, create a new Unreal Engine project. Once the editor boots up and all the preamble is over, close it. Create a new folder in a project directory named “Documentation”. Create a text file within that directory, named “Concept.txt”. Open that, and write 5 paragraphs outlining a game concept that this project would be. Close it. Zip that project up, name the Zip file like so: ProjectName_Date.zip
… Do this 7 times. If all goes right, at the end of the week you will have gotten faster at spinning up an Unreal Engine project, shown yourself you have discipline to stick to something for at least a week, and are able to write dead-simple documentation for a project.
Now do that for 3D modeling. Then for texture/material design. Then for UI. Then for environment art. Then for… You get the idea. If you can dedicate yourself to just a week learning and practicing the skills of all the elements of making a AAA game, maybe… just maybe, within a year you’ll have a broad novice skill level that allows you to pull of a complete indie game. Maybe you’re crazy smart and capable, and it takes 6 months. Maybe not. Hard pill to swallow? Then spend more time looking for what you want to hear, and see if that gets you closer faster, than taking in what you need to hear.
It’s totally possible for you to make a AAA horror game. You just have to put in the work. Or I dunno, maybe I’m wrong and a professional will come along and give you some magic beans.
Edit: Also, there is this.