I've been making video games in some form for 20 years, so I wrote an article about my process - and why I don't use an engine.

https://noelberry.ca/posts/making_games_in_2025/

Making Video Games in 2025 (without an engine)

Thoughts, tools, and libraries I use to make games

@noelfb for some reason I’d never considered it possible for me to just generate sprites/animations from .aseprite files instead of hand-exporting. Maybe this is because I’ve mostly worked with artists that “do their own thing and send the files over” in a less professional capacity, but when I’m on my own and using aseprite, why am I making this process tedious for myself??

maybe this illustrates how major engine workflows ruined game programming for me a little

@maya Yeah I think this stuff can be easily missed when the big engines have *their* way of loading things, and it's not really accessible to modify or add your own content types.

I have my C# aseprite loader here if you find it useful at all: github.com/FosterFramework/Foster/blob/main/Framework/Images/Aseprite.cs

(There are probably more complete libraries somewhere, this just did what I need - it's missing some stuff like loading tileset data, etc)

@noelfb I should spend more time on this and less time trying to avoid making tools by writing boilerplate and doing unfun busywork. maybe ill look at if the rust community has something like this and if not it’d be a fun project to port to something like bevy :)

@maya Aseprite also has a pretty good CLI. In the end, this is how importers often work; using the command is easier and more future-proof than reinventing the file format reader. But the processing is slower.

Omg. I need to get back to gamedev again. I miss it so much.

@noelfb: thanks a lot for the article!!