• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
Maaan

Hey i'd like some knowledge

9 posts in this topic

Hey guys im new here hows it goin? anyways i have always wanted to be an artist in the game industry and i would like to better understand the technical aspects of game design. i have zero experience in programming and frankly i feel a bit overwhelmed by it. i guess what i'm asking for is an easy to understand explanation of game programming for beginners. i have tried google and cant find anything significant, i eventually want to learn how to program but what i am looking for right now is an understanding of what it actually is and what different programs u need to use and how they relate to each other if that makes any sense. thank you for your time

0

Share this post


Link to post
Share on other sites

voted you up thanks friend exactly what i needed to hear

Edited by Maaan
0

Share this post


Link to post
Share on other sites

Read this guide, it should cover most of the technical details you need to know, or link you to places you can learn more.

 

The rest is perserverence and effort.

2

Share this post


Link to post
Share on other sites

To tell the truth I would refrain from using a complex game engine to grasp concepts, Game Maker is fine for that, visual scripting and all.

After that, go with language smile.png

For starts pick a language and read about it, syntax and do general purposes exercices to learn how to do some basic stuff, after that pick a simple project and try to create your own little text game, and evolve from there. Thats what I did, kinda.

 

Well, not as advertising or anything but I am writting a small series in Game Programming Basics and Concepts, right now I only explained a Game Loop, I am not actually teaching how to code, but the concepts behind it. I may not be a professional, and some of my ideas might not be very correct, but that's the way I understood and the way I am trying to make people understand  this stuff. So you might enjoy reading those light posts on my blog and might learn a few things. Currently there is not much info, but I usually write a article each two to three days. Anyway....

Edited by Morphex
2

Share this post


Link to post
Share on other sites

It is nice that everyone touched on what languages to use and various platforms.  But sometimes the obvious is over looked on informing what a beginning programmer needs.

Any beginner in any language needs to understand how to layout instructions.  Computers seem to be really smart.  What they are is really fast.

  you can understand how to program, but if you don't understand how to give instructions your programs may not work very well.

An example of what I mean is to look at your hand and wiggle your fingers.  That was the most sophistcated compter executing a set of instructions.  Think about it, do you really know how that just happened ?

  To further illustrated how programming works,  Write out a simple set of instructions for something you do every day, like riding a bike.  Now follow those instructions EXACTLEY as you have them written, do not add anything that is not written  and your on your way to understanding how a computer program works.

0

Share this post


Link to post
Share on other sites

Ok, I'll be the bad guy on this one.  If you are an artist be an artist.  If you are not an artist be a coder.  Both take lifetimes worth of studying, practicing and experience to be good at and it's extremely rare that any one person can be good at both.  Simply put coders that try to learn to draw or model end up being horrible at both.  Artists that start learning to code lose their artistic edge and normally get bored at staring at text all day long when they are used to color and beauty.

 

I know this is never what people want to hear, we all like to think that we are that guy that can do everything (me included).  I started as a coder, got to the point I was ready to start making games, tried to find artists (failed).  Instead of giving up or moving in another direction like commissioning / purchasing graphics assets I figured (screw it I'll do it.  Why not learned to program I can learn to draw some lines).  So here's what happened....

 

Learned to use Photoshop (success)

Learned to use Effects and Filters (success)

Learned to draw simple sprite characters (failed)

Learned to draw environments and level assets (mostly failed)

Learned to create 3D models (I know how, no good at it)

Learned to Map & Texture models (failed)

... Uh oh, back to the drawing board to draw the textures?!?  (failed)

 

End result, I can make one mean stick figure!  What did that do to my programming knowledge?  Well the entire process took a little over a year, I fell behind some trends and techniques, lost a bit of the coding edge, put myself behind and wasn't as used to coding anymore.  Took about  month to get back into the swing of coding.  So after that where's my graphics skills?  Non existent that's where.

 

I guess my entire point here is pick the one you like better and dedicate yourself to that field.  You are in much higher demand being really good at one thing than you would be if you are mediocre at many different things.  In the case of developing your own game where you don't care if people buy it or not you just want to make it, well it may not matter as much.  If you ever expect to make something you have a chance of selling you will need it to look good and work right.  It's really not that easy (nearly impossible) to make good looking graphics and write correct code to make it work the way you wanted.  Both are very time consuming and complicated fields.  When's the last time you saw a brain surgeon in the court room representing a murderer?  You don't...  Brain surgery (programming) takes a lifetime of dedication, studying and practice to get right.  As does lawyering (graphics and modeling).  Yes a brain surgeon might know how to get into the court room an how to object but he doesn't know all the laws that will actually help.  The lawyer might know you have to cut the head open to get to the brain and maybe even know a few names of brain parts but give him a scalpel and you don't have a surviving patient.

1

Share this post


Link to post
Share on other sites

[quote name='Dan Mayor']
Both take lifetimes worth of studying, practicing and experience to be good at and it's extremely rare that any one person can be good at both.  Simply put coders that try to learn to draw or model end up being horrible at both.  Artists that start learning to code lose their artistic edge and normally get bored at staring at text all day long when they are used to color and beauty.
[/quote]

 

That's a very limited view on the capabilities of both types.  And overly discouraging.  "Lifetimes" worth of study are not required to be more than competent in both fields, otherwise no one would get hired for professional art OR code until they were in their late 50's.  And the rest of your post just reads like "I tried and failed, so it's not possible."

 

You don't know if the OP already has a background in art, and I would argue that both are maintainable pursuits.  There's the whole right brain vs. left brain argument, and certainly most people who are good at one side aren't particularly skilled at the other.  But you don't forget good coding practices just because you picked up a pencil and sketched for a while, and artists (though I hate the term because it's become so pretentious) aren't allergic to staring at code.  I happen to find a certain aesthetic enjoyment to navigating code in search of bugs, or orchestrating clean and clever class interaction.

 

Here, I'll use your method of experience-as-proof: I actively practice both coding and art, and it does work for me.  It helps that I went and got my undergrad in Comp Sci, and actively use it in my day job, but I've always kept an active art hobby that I intersperse regularly into my time off.  However, there's a diminishing return on short-term time invested into a craft: if you try to argue that the time I've spent pursuing art could have made me a better coder, I'd say bull, the brain needs time to rest, churn on problems in your subconscious space, and etch learning into your long-term memory.  Art has always been an enjoyable, welcome break from a particularly hard debugging task, or design problem.  And the break lets me look at it fresh the next day/time.

 

Where I'll definitely agree with you is to pick a focus to strengthen before too much time gets invested in everything.  Valve's hiring guide talks about T-shaped skillsets: a broad category of average skills, with the leg of the T being the one arena where you're deeply intimate with the minutiae of that field.  Be an expert at one thing, while rounding yourself out with at least a passing knowledge of complementing fields.  Nothing says you can't keep improving the "non-expert" skills though.

0

Share this post


Link to post
Share on other sites
That's a very limited view on the capabilities of both types. And overly discouraging. "Lifetimes" worth of study are not required to be more than competent in both fields, otherwise no one would get hired for professional art OR code until they were in their late 50's. And the rest of your post just reads like "I tried and failed, so it's not possible."


They (well, Malcolm Gladwell) says you need to spend about 10,000 hours doing something before you're an expert at it. Based on that rule I'm an expert in at least 2-3 things so far, and I'm only 32 smile.png

There is definitely value in sticking in with something until you get good at it, mind you, but if you happen to be passionate about more than one thing then why not pursue them? It needs to be for the "right" reasons though, or it'll never "stick".

Edit: more directly related to the thread, here's a great blog post by Tommy Refenes (of Super Meat Boy fame):

http://www.gamasutra.com/blogs/TommyRefenes/20130107/184432/How_do_I_get_started_programming_games.php

Edited by snugsound
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0