Every developer dreams of building a game at some point. I did too. But with no time, no budget, and no prior game dev experience, it felt like something I’d never realistically pull off. This talk is the war story of how I proved myself wrong.
I'll walk you through how I turned an idea, a game I could play one-handed while walking my dog, into a working Kotlin-powered mobile game with in-app purchases, localization, and community traction. No Unity. No backend. No big budget. Just a roadmap, some creativity, and a lot of train rides for development.
We’ll look at how I made strategic tech decisions to avoid unnecessary complexity (like skipping an engine and going full Kotlin), how I kept costs near zero (using Fiverr, AI-generated assets, and open licensed music), and how I kept momentum alive with a clear MVP goal and low-pressure side project mindset.
If you’ve ever wanted to ship your own game but felt overwhelmed by the barrier to entry, this talk will give you a realistic, developer-first blueprint that starts with Kotlin and ends with a playable, publishable game.
Key Takeaways / Learning Points
- Why you don’t need a game engine to start building games as an Android dev.
- How to approach a side project with minimal time and budget and still ship.
- How to build a working MVP game in Kotlin, from graphics to gameplay.
- Tips for low-cost asset creation: AI tools, Fiverr, free music, and DIY design.
- How to start monetizing early (ads, IAPs) without a backend.
- Lessons from launching: app store assets, community traction, GDWC, and early feedback loops.
- The importance of scoping, accessibility, and localization from day one.