The article discusses the author's experience making video games without using a commercial game engine, instead opting for a custom approach using C# and open-source libraries like SDL. The author argues that this approach can be easier, more fun, and less overhead, allowing for more control over the development stack. The author also shares their workflow, including the use of C# for programming, SDL for platform abstraction, and FMOD for audio. This approach has allowed the author to create games like Celeste and City of None.