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      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.
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workisnotfun

What should I do?

7 posts in this topic

I am a junior in college, acing every Computer Science course but I'm not sure what I should focus on for the kind of Game Programming I want to do. I'd like to create games with fighting, adventure rpg with fighters, mage casters etc and I'd like to be able to program things like how high a character jumps, how far a characters weapon reaches, and those kind of game mechanics. I do not want to figure out how to do rendering.

 

Is this considered game engine programming or something higher level (not so backend)?

 

Help is greatly appreciated so I know which direction to add for my future, thanks!

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Sounds like you are interested in the actual game mechanics.  I don't think it directly deals with engine programming.  I feel like engine programming deals much more with the field of software architecture.  Game mechanics like the ones you've mentioned deal more with algorithms.

 

There are countless aspects to game programming that deal with computer science.

Just thinking of the different specializations offered at my school, here are the ones I can think of:

- Software architecture

- Computer graphics

- Computer vision

- User interface programming

- Algorithms

- Sound engineering

- AI / Machine learning

 

 

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Sounds like you are interested in the actual game mechanics.  I don't think it directly deals with engine programming.  I feel like engine programming deals much more with the field of software architecture.  Game mechanics like the ones you've mentioned deal more with algorithms.

 

I agree with this to some extent. Most game engines have those algorithms  integrated. I think engine programming might be a goal to reach for (it requires alot more than just making a one-off game). I think, however, you would be interested in being a backend physics programmer

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A backend physics programmer definitely sounds like what I'd want work in as this has a large effect on game mechanics. I'm almost taking an AI class and we're about to cover Machine learning so maybe if that's interesting I may experiment with that.

 

What kind of projects could I do with a backend physics programmer as a goal though? I imagine I'd also have to create games from scratch to test out the physics I make so where would I start in getting experience with this?

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I would say just work on a game mechanic for a game that you feel most interested in doing out of all of them. 

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Hello, most programmers use existing engines / APIs, you should focus on actually programming with something that already exists. Most engines should already handle rendering, so you won't need to worry about that. Just test your general programming skills by programming some games from "scratch" using some of the free 2d / 3d engines out there. Most companies look for well-rounded programmers / experienced programmers. For example, if you go to a game job site and just look at the job descriptions for "game programmer" you'll find most postings look exactly like this (I just pulled this off gamasutra):

 

Key Skills

• Strong working knowledge of C++ and/or C#
• Linux/Unix environment operating systems and multiplatform development
• Scripting languages
• Team oriented attitude
• Strong knowledge of tools to test software applications/systems
• Advanced debugging skills
• Strong math skills
• Working knowledge of art development/modeling tools
• Self-starter with strong multi-tasking skills
• Excellent communication and organizational skills.

Pluses

• A passion for games
• Unity development experience
• Experience with developing software within a video game environment
• 3D graphics programming
• Experience writing and debugging shaders

Edited by Rorakin
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