terrible idea.
Patentedly untrue. MANY major game companies use existing engines. For example, the pokemon gen 4 remakes are on it.
Yep, and it kinda shows the difference between using an established engine vs making your own. The gen 4 remakes (Using Unity) run smoothly and look great as well. Freedom for artists, and they can easily hire new people as well since Unity is an industry standard.
Meanwhile, the recent mainline Pokémon games roll on their own engine. And guess what? Those games look and perform like shit. It's as if someone screwed up something while making the renderer and since they had no way to profile what's wrong, they'd end up making some crappy optimizations to compensate for it. Popping objects everywhere, low quality textures/shadows/LODs, low framerate on non-so-distant animations, etc. Chances are they use the same 10 shaders at best, since they can't easily make their own (No shadergraph for artists, and probably hard to justify new shaders since they must be native and they would decrease performance since for a high amount of shaders you'd have to code a strong shader warmup/compilation system first)
And no, this isn't because it's an open world game. All problems seems to be due to the engine. And somehow all of this usually happens on modern AAA console games as well, when they have to make a PC port.
- learning is also fun
- Most engines (by force or by available tutorials and docs) railroad the end user into some specific genres (in my experience: side scroller, FPS). If you wander too far away and understand the risk/complexity, it might be worth considering.
Depending on what game it is I can see someone using something like Raylib to build their engine instead. The abstraction level there is about the same as Godot. You get high-level API:s for a large number of things and support for many platforms (far more than what Godot or Unity supports). What you do not get is a GUI for building scenes or editing scripts.
Starting from a lower level with something like SDL sounds like something more suitable for hobby projects, like coding a game in TIC-80 or writing a 16-bit DOS game in FreePascal or other hobby-activities (things that I enjoy). Fun, but probably almost never a good idea for a business.
Game development meta should be:
1. Decide on the type of games you want to develop (RTS, RPG, advanture, FPS, etc.).
2. Make a game engine for it.
3. Make assets for it.
4. Finall, make a game by combining the engine with assets.
5. If successful, create a sequel/similar game.
This is how all major game-dev companies operate. Indies can do this, too. Just on a smaller scale.