The interesting thing about many triple-A games is they spend more money on marketing a few times over than they do on the game itself.
We are in the age of the indie game developer and they are running circles around the slower Triple-A studios with a fraction of the budget and a whole lot of inspiration.
I won’t be shocked when some extreme budget game using a bunch of open-source software beats a triple-A game hands down.
Thanks for sharing some amazing tools. I myself have not looked to much into Godot. I look forward to hearing more about it in the future.
RE: You don't need a big budget or big tech in this day and age to make a game