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Carlos Oporto

The Roadmap To Develop Indie Games

13 posts in this topic

Hi everyone, I want to contribute with the community with a post I did about how to start developing indie games. This is something I compiled and I am following to make games in [url="http://twitter.com/lioninngames"]LionInnGames[/url].
First to say this is no easy task, it's better to start with some simple and small game and the scale it up. I learnt that the hard way.

You will find resources for learning to program (in Javascript, C#), and two routes the 2D one with XNA and the 3D one with Unity 3D. Also an extra section about doing 2D indie games with Unity 3D and some plugins. And some business stuff that is required so you can make some coins.

You can see the whole Roadmap To Develop Indie Games and resources [url="http://lioninngames.com/the-roadmap-to-develop-indie-games/"]here[/url]. Hope you like it and feel free to give feedback in the comments.

EDIT: Since the feedback received here from other members I changed in the post the word "Roadmap" for "Resources and Links" since the links it's the most useful information. Edited by Carlos Oporto
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I'm not really sure what the point of this diagram is. It doesn't seem like it actually conveys any useful information, and might just add confusion. The lists seem to have some useful links, though. Edited by JTippetts
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Hello, Carlos Oporto

I want to let you know my appreciation for caring about people enough to work on this and post it. Many people only take and don't give back to the community, so I thank you! We can learn some very important things from this thread. [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]

SuperVGA and Servant of the Lord raised some crucial points and questions. Being a helpful but strong critical thinking community here due to the nature of successful game development, you should not be surprised by the response. If you take these replies with eager determination to better your understanding, then you will be in a much better position to help other people in the future.

Diagrams of this nature are a very personal and customized tool, therefore difficult to translate to the careers of others.

Frankly, the "Roadmap" is a step of progress for you, but can cause much confusion for game developers who are relatively new. The word "Roadmap" implies reliability, but because of the many alternatives available in the real world at every point of development, you unintentionally limited many newbies by drawing their attention only to certain things which you chose. I see possible variations not only in the steps but also in the paths which you selected.

For example, 3DS Max is a great choice for some, yet the worst for others, in terms of items. For pathways, everything in the right column of flow downward is subject to alternatives, preferences, or error, such as making the mistake of mixing 3D tasks with too many other things - talking from my personal experience and that of my colleagues (in real life game creation).

[u]Workflow is more important than a flowchart, so flowcharts must keep workflow in mind. I explain here.[/u]

The diagram:

It's not a roadmap because it is not reliable.

As a flowchart it is not possible because of being too complicated with declared stages which would be subject to change or ellimination in real time. It is too complex in its own structure and under collapse from career demands.

Diagram it is, but hard to determine what type because of the errors in it.

I summerize that the diagram is a useful tool for yourself, but only in a moment of time because of future changes in the course of progess. For a game development community, the diagram is practically useless. This thread is a great learning experience of everyone who reads it.

Flowcharts and other types of diagrams are often useful in this game development field, so everyone should be encouraged to create their own ones for personal use.


Clinton
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[quote name='SuperVGA' timestamp='1353284046' post='5002170']
Hmm... It's a good looking chart. - I like the colours you used very much.
But: before you compiled it, did you check that everything made sense?
I have a hard time figuring out what sort of chart it is, but I'm sure that it's not a flowchart.

For instance, are 3d in photoshop and 3dsmax prerequisites for getting started with unity3d?
And if i pick programming foundation, I get to use C#, but will then have to start out by working on game #2?

The links available on your blog are really cool, though. ;)
[/quote]

I put 3D Foundation (not 3dsmax) as a requesite, 3D foundation can work for 3ds max, Maya or any other 3d program. With 3D foundation I mean now the differences between a polygon, curves, UVs, materials, lights, primitives, what the word render means, stuff like that just in a basic way so you don't get lost inside Unity.

As for the post maybe a better word could be resources and links than chart.

Glad that you like the links, they have help me a lot.
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That collection of links is nice. For some reason, the first [i]several[/i] times (at least three) I visited your blog post, none of that section was visible (only the article above them, and the chart) - I was even looking specifically for links after 3Ddreamer mentioned them. [img]http://public.gamedev.net//public/style_emoticons/default/rolleyes.gif[/img]
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Servant of the Lord and 3D Dreamer, thanks for your honest answers and feedback. I know that I have a long way to go in developing video games. Just one thing I am not new to technical/artistic work. I have been working with 3D and motion graphics for entertainment, tv commercials, and some websites [url="http://behance.net/carlosoporto"]for around 9 years[/url]. That said but if I am entering the video game industry I have to learn to take critiques and learn from that feedback (specially in the iterative game design process).

I am fairly new to video game development (around 6 months), here you can [url="http://www.youtube.com/user/stillalivegamestudio"]see[/url] the game I was on as a Level Designer, I recorded a development diary for the Level Design process.

I agree with you that the actual path will be different for everyone. I wrote it initially for my personal guide and to help others, and I encourage to make your own paths. I have mostly included only books, online tutorials since in my country there are no places where you can learn video game development. (if not probably I would have taken those classes instead of advertising).

I have been following this guide I compiled and so far it's good. 6 months ago I didn't understand how to program a Hello World (working in 3D, After Effects is completely different from programming, but the transition wasn't that hard). But with this I started with some interactive online Javascript tutorials and then learn C#, prior to that learn the fundamentals of programming.

Once again thanks for the feedback, maybe I felt it a little harsh in the beginning, but I read again and in the blog of Lion Inn Games I will put more about development diaries of the game I am making than trying to teach real knowledge (at least till I really published some games). And I will rename the post to Indie Game Development Resources, sounds better than Roadmap. Edited by Carlos Oporto
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[quote name='Servant of the Lord' timestamp='1353300437' post='5002247']
That collection of links is nice. For some reason, the first [i]several[/i] times (at least three) I visited your blog post, none of that section was visible (only the article above them, and the chart) - I was even looking specifically for links after 3Ddreamer mentioned them. [img]http://public.gamedev.net//public/style_emoticons/default/rolleyes.gif[/img]
[/quote]

There is a button that says continue (to read the whole post), since there is only one post right now maybe it was not that clear. I will rename it to "Read More" thanks. (or just take it out and show the whole post better). Edited by Carlos Oporto
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With the links, your blog entry isn't nearly as bad as I had first thought it. All I had seen (after actively searching) was several paragraphs of not-very-knowledgeable text and the chart (which also isn't too beneficial). The links clearly are the main focus of your page, and their absence was [i]greatly[/i] detrimental to the opinion I formed.

I'm sorry for jumping to criticise your contributions too quickly! [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]
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Hey, Carlos.

I think the chart [i]look[/i] great, but the structure looks off. At first glance, it looks like you're going for a "start here, make this choice, end up here" type of flowchart, but it's really not.

The links in your post were great. Lot of good stuff in there. I'll share it with my Meetup group. Thanks for sharing the info.

BTW, I dig the pixelated background. Very cool.

Roy
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[quote name='RoyP' timestamp='1353363616' post='5002469']
Hey, Carlos.

I think the chart [i]look[/i] great, but the structure looks off. At first glance, it looks like you're going for a "start here, make this choice, end up here" type of flowchart, but it's really not.

The links in your post were great. Lot of good stuff in there. I'll share it with my Meetup group. Thanks for sharing the info.

BTW, I dig the pixelated background. Very cool.

Roy
[/quote]

Yes the links have been really useful to me, and probably to others will. I changed the word "roadmap" for "resources" since the links is the most valuable stuff to dig around. For a next chart I will try to improve it so it can be easier to follow. Great that you shared it in your meet up group.
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