There are a lot of issues outside the platform and engine vendor training ecosystems.

1. Poison Assets on popular e-stores that will get your team DMCA'd and or sued eventually

2. Submarine copyrights on content (i.e. the usage rights may morph in time, and thus that cool artwork people shared is now a liability again.) Even CC0 does not guarantee some ambitious fool won't drop a turd in the punch-bowl later.

3. Outright plagiarism, competitiveness of established medium studios (in a maintenance cycle) will often crush indie teams if its a low-hanging fruit project (see app store ecosystem)

4. Open source is great in some ways, until you actually go to build something commercial... Then the RTFM support response on rigging/shaders/mocap broken 35% of the time out of the box... or extortion-ware delusional licenses... makes you immediately regret paying some amateur to maintain a design pipeline. You will not save money given your labor is the biggest burn rate on budgets. (wasted $10k grand investigating a few dozen projects in hopes people would get off their ass, but there were a few groups that truly were worth every penny.)

5. Use of many common recommended applications is not necessarily going to help get product out the door. You probably don't need to learn ZBrush, as most games are all about low-poly... so you will be retopo'ing that sculpt anyway, end up manually rigging as an amateur team, and resort to sprite aliasing in the engine of your choice (teams will lose momentum eventually on a large project.)

6. Even on HN, the ecosystem is far from encouraging on many topics. It seems a lot of "content" is forum spam Astroturf for personal products and services. And a few people really don't want feedback on their nonsense content.

7. As a developer you have likely never been at the mercy of IT customer support. I'd recommend meditation or Vodka to try and maintain a constructive dialogue with some folks.

6. Start small, focus on the hard parts first, and anticipate the Internet is often less than helpful for esoteric hard problems.

7. People disagree because autism. Stay away from DDS files, as many esoteric formats are just broken in most applications.

8. Don't mess around... look at Unreal+xbox (desktop/console) or Unity+steam (mobile/low-end) pipelines... UE is often more work, but a game can look great as even your baked lighting will remain consistent.

9. If something isn't fun or entertaining, don't waste your time... brogrammers hyping shovel-ware games was always cliché. The world doesn't need 120 Tetris clones, no matter how bad EA's version is...

10. Consider anyone working a 60+ hour week is not going to be hanging out in forums giving free tech support. These folks will take mercy on juniors once in awhile, but only if you show at least minimum effort to solve something on your own.

11. Irrational competition is a thing, so just follow your dev schedule. Some people go bankrupt before admitting defeat, as they argue over how fake the grass looks while their RTX4090 warms the house.

12. Freeze your build tree in a VM OS backing image. That way when someone upstream does something silly the entire project doesn't get foobar'ed.

13. Game reviewers will bitch about chocolate ice-cream.... If your game is fun, than tell them to go pound sand.

Most forums died with the rise of social media, and the sad fact is one really can't rely on community support most of the time for niche problems.

Best of luck, go build something fun and beautiful =3