#2 Members - Reputation: 3503
Posted 04 October 2012 - 07:37 AM
#4 Members - Reputation: 3285
Posted 04 October 2012 - 08:51 AM
Of course, you may not want to go that deep, in which case there are plenty of low/no programming options like GameMaker, Construct2, etc.
#5 Members - Reputation: 1048
Posted 04 October 2012 - 11:42 AM
Not just in the process of making the game itself, but art history, theology, mythology, architecture, psychology, music theory, color theory, industrial design, anatomy, physics, chemistry, fluid dynamics. Everything you can.
It may not make sense now, but have you ever played a game where things felt out of place?
Knowing that a poplar tree doesn't belong in an evergreen forest or that early Asian architecture could belong in the Western Siberian Shelf can make a difference in how companies perceive you and will help you create the game you want or explain why you changed something. It'll help you add rhyme and reason to everything that you want to do, and really flesh out the experience for the player, and companies look for that.
Being a director isn't an easy job. Most of the positions in the video game industry aren't very clearly defined and because of that, I suggest that you don't let yourself be easy to define either. Make it so you can fit in as many positions as possible and you'll become a more valuable asset to that company.
So yeah. Learn as much as you can about as many things as you can. Then learn more!
Good luck!
Edited for redundancies. - Dave
Edited by DaveTroyer, 04 October 2012 - 01:15 PM.
Check out my game blog - Dave's Game Blog
#6 Members - Reputation: 109
Posted 04 October 2012 - 12:54 PM
I have good experience with this engine myself. It's especially good for prototyping and there are lots of good tutorials on the web on how to program certain features.
It's even possible to make 2D games in it, although the engine is written specificly to support 3D so that might be a bit tricky...
For 2D games I could also recommend Adobe Flash. I'm sure the web is full with tutorials on that
Before you actually start designing a game yourself(storyline, artstyle,...) try experimenting with some game mechanics.
Just for example make a rectangle jump around in a simple platform level. When that feels right, start adding other gameplay features like interaction with the level (levers, buttons, doors,elevators,...) or even add enemies.
Once you made a simple prototype, you can build your story / artstyle around that.
This way you won't get stuck on mechanics you planned to have in it, but didn't manage to write in code yet.
Also important for a self-educating programmer: Use search engines like Google a lot!
#9 Staff - Reputation: 8935
Posted 10 October 2012 - 06:47 AM
Take a look at some of the links from our Breaking Into The Industry forum faq, and read a bit about different jobs in the industry. There's also some good advice on what you should do to get a job.
Hope that's helpful!
- Jason Astle-Adams.
From my blog: 20 ways to advertise your game | What next? Intermediate to advanced C++
How to make games WITHOUT programming | 4 reasons you aren't a successful indie developer
#10 Members - Reputation: 236
Posted 10 October 2012 - 08:24 AM
Thanks for clearing that up.Yeah that was before.Now I'm really aiming to be a game director(thanks to Hideo Kojima).I mentioned those stuff because those were the only stuff I can do in developing a game.No, you don't. You would probably need management experience. Are you sure that's the job you really want though? A lot of the things you mentioned in your original post aren't really something a director or producer would be directly involved with.
Take a look at some of the links from our Breaking Into The Industry forum faq, and read a bit about different jobs in the industry. There's also some good advice on what you should do to get a job.
Hope that's helpful!
#11 Members - Reputation: 109
Posted 12 October 2012 - 04:38 PM
Well, it might be useful to know how the pipeline of developing a game works in the first place.
You can look up some design patterns like Waterfall and Scrum and read what others say about these topics.
Although it's hard to manage the planning of a group of promgrammers without knowing much about programming yourself and you don't know how long it will take for them to program a certain feature. Therefore you might have difficulties noticing when some of the employees are slacking.
But anyhow, I hope you keep up that motivation and manage to keep the people you are planning to direct motivated as well
#12 GDNet+ - Reputation: 1547
Posted 14 October 2012 - 02:26 AM
As with anything in life, the more you know and are wiling to know, the more valuable of an asset you're to any given company and team. The guys I've worked with that never moved up just don't have the drive to care, or even to improve their knowledge base.
I wish you the best!
OpenChess - 1.0 done!
Classic RPG #1 - Task 9 -> January 1st 2013






