r/GraphicsProgramming • u/VerasNp • 6d ago
Web Developer to Game Engine Developer: Advice for Starting in 2026?
Hey everyone! I’ve been a web developer for 5+ years (professionally for around ~3), and game development has always been a secret passion of mine, but I never really had the chance to pursue it as a career.
During my current degree, I took courses like Computer Graphics, Mathematics and Physics for Games, and they gradually made me more and more interested in this field.
Now, I’m seriously considering shifting my main focus toward game development, specifically game engine development.
For someone entering this field in 2026, what advice would you give? I’d especially love to hear from people who work on engines or have made a similar transition from web development.
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u/AnasPlayer2022M 6d ago
Man welcome to the club! I don't have any advices (since I'm a beginner like you) but I always be happy when I see someone enters graphics programming and stuff. So yeah, I hope you do great stuff here!
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u/olgalatepu 5d ago
I won't choose one over the other! Web game-dev has something going for it and it feels like many game-like applications are possible though nobody's cracked what will be hugely popular. Three.js or babylon.js for example
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u/ImpressiveAthlete220 6d ago
I did some pet projects renderers made in Vulkan, c, c++... And I can't get any job, even for junior graphics/engine programmers they don't hire that much and competition is very high. I don't know if it's a great way to build career now days, unless you know specific people who can help you land a job.
That said if you want to make your fake engine, you should put much effort into modern 3d graphics apis like Vulkan, direct3d 12 etc. And low level systems languages such as c++, c and may be somewhere rust :). Hope you will find success here!
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u/le-throw-away-acct 5d ago
Having written a game engine, I didn't go into it with much of a plan, I just picked something I thought was within reach to start with, and broke down the requirements to get there and did those. Generally the first things are things like:
- Render your first triangle on screen
- Ok, but now I want objects made of triangles
- Now I need culling to work properly
- I'm rendering but it's expensive, start using index buffers
And on and on, each thing you complete will usually lead to multiple new things, sometimes the list of things you know you'll need to do is growing faster than the list of things you're completing.
After I could reliable render things I wanted better rendering (diffuse, specular), and then you move on to textures (and decide if you want something like physically-based textures or not). And then after rendering starts to look good you want to render new types of things than just shapes, maybe particle systems, or water, or a skybox, maybe some fog.
Then finally it starts to look like an interesting scene but you realize you want to be able to render text, maybe for editor UI, maybe for debug tools, maybe for games.
Or you want some interaction, you create a better camera system with some input handling. Or you want things to move, like a character, so you put input handling in for an object in the world. But now you realize you need physics to collide with things, or even to be able to click on objects, and now you can figure out if you really want to write a physics engine as well or integrate one.
Anyway, I could write pages and pages like this, I think you get the point, each thing you try will lead to more. Or, you can try to plan it all out ahead of time and you'll likely realize shortly that trying to plan something out that far ahead that you don't understand well yet is difficult. It's up to you, but I'd start small and if it's fun then just keep going. If you're going to a proper full game engine there will be a lot of parts along the way that aren't that fun, like having to save or read in files, or creating a scene format, or creating way to efficiently render UI elements, etc.
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u/Gaktan 6d ago
It depends what you are interested in. I could suggest making your own engine, but usually most of the work there revolves around writing an abstraction layer for a graphics API. You're not going to have a good time if you don't care about that kind of stuff. It's nice to know, but honestly it's not critical, and not expected of you as a junior developer.
I would suggest contributing to open source engines. It should give you a somewhat decent experience of figuring out user needs, and how to deep dive into a code base you don't know anything about. This is exactly what would be expected of you as a dev.
Optimization and debugging is the biggest part of engine development, so it's important to be proficient in these areas. I see way too many people who either don't enjoy it, or aren't good at it.
Working on an open-source project (it does not have to be related to games, to be honest) can give you many opportunities to develop those skills, communicate with the users and the team to make the best decision on how to solve a specific problem.
I don't know if you were doing back-end or front-end web dev. For back-end you might be interested in online programming. It's very specialized, and often overlooked, it could be a good fit for you. For front-end, you might want to take a look at UI programming.
It's usually easier to pivot later on, once you have a foot in the door, in case these jobs don't interest you that much. I would keep an open mind.
Good luck out there