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      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.
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Tsohee

Engineer looking to expand into games.

7 posts in this topic

I would like to learn how to make games/programs. I plan to start small and increase complexity as my understanding develops. For example Pong>2d>3d. The time I spend progressing to understand a 3d game, I plan to experiment in 3d simultaneously by just jumping right so I will know what to expect before I get to that point.

 

I currently have no plan whatsoever to make any money with this. It will just be a hobby so program costs are a factor.

 

I have a BS in Mechanical Engineering and Associate in drafting and design.

I have experience in:

road, bridge, and land surveying

residential and small commercial building design

mechanical(primarily large industrial machinery, but also small engines and a lawnmower(once, fun stuff that was))

topography, maps, and elevations

art(non-computer based pastel, watercolor, charcoal, ect/with limited experience photoshop type software)

 

Programs(owned)-experience

 

Cad-10+ years, Can easily draw anything without trouble in 3d or 2d, motion studies, fea, renderings, flythrough, animations ect.

AutoCAD 2007

AutoCAD 2012(student version)

Autodesk Inventor(student version)

Catia(work)(example in attachment, not rendered)

Cadam(work)

Solidworks(favorite by far)

 

Visual Studio-College class experience, own book, and just playing around

 

-html college class experience

 

Can still get free versions of autodesk software(student versions)

 

Other resources:

Mom-more years of experience than I am old(25), knows more programming languages than I can remember, and has written plenty of programs. Lives 10 hours away, but with phones and internet receiving advanced help will be available.

3 high end computers

Lots of old computer programming books(most 10+ years old)

 

What I am looking for is a list of programs I will need, to know if any that I have are useful, a tutorial/example for a simple game like pong, and a exceptionally simple(as possible) tutorial/example of a 3d game.

 

[attachment=16028:untitled.bmp]

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I second Plethora's excellent advice.

 

I wanted to add that with your art background you may find the following free programs useful:

 

GIMP

Inkscape

Blender

Synfig

 

GIMP is a great program for 2d raster artwork (although some prefer Paint.NET). Inkscape is a great tool for vector based artwork. Blender is good for a whole lot of stuff including creating 3D models for games. Synfig is a good vector animation package (and there is a plugin to export from Inkscape into Synfig.).

 

You might also like:

 

Shoebox

Pencil

 

Shoebox is good for working with sprite sheets and Pencil is good for prototyping GUIs.

 

Good luck!

Edited by shadowisadog
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I agree with Plethora. Start with a tool, it can be an object-oriented programming language or something else that you are familiar and comfortable with.

 

Once you have a solid understanding of the programming language, you can learn about GUI(how to create a window), Graphics(how to load/draw/move images on the screen, learning about graphics context, how to load/play a music and collision detection.

 

I agree with shadowisadog. GIMP is really good image editor-good for making transparent images.

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Thank you for the advice so far.

 

I have started learning C# and XNA. It is similar enough to the laguage I already knew.

 

Gimp is the photoshop program I was talking about erlier so I will use that since I am familier with it.

 

I have Installed the following to see what I like best:

UDK

Blender

Maya

Autodesk motion builder(I'm not sure what this is for but I figuered I would check it out)

3ds

 

Also, I was wondering if there is any way I could use solidworks to build solid models and mate them together as a character(robotic) using their mate system as a way to control the movement. Then, import the file over to animation software.

 

My next question is similar to the last but with objects and landscapes, but not as solid models.

 

 

 

 

 

 

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Go with C# since you can both use it with a library(XNA, MonoGames) to get to know the inner workings game dev and it is also compatible with Unity to get you a game quickly.

It gives you the best of both worlds

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Hi,

 

Well, for just a hobby, XNA, MonoGame, Blender, and Torque 3D are my suggestions to consider for you.  There are tons of no cost or low cost tools and art assets to compliment your own.  

 

By the way, profitable pro games have been made with each of these, too.  The communities are very helpful.  Garage Games offers a Torque 2D so you could work with that for a while and then go to Torque 3D.

 

I would recommend getting used to Collada instead of native animation in 3D programs.  Other data besides animation is included in the Collada system of import/export.  The only version of 3DS Max that I recommend is '09.  Both 3DS Max and Blender have Collada plug-ins. Maya is another very good graphics creation program, in fact I like it best.

 

Buy a Wacom or other digital art tablet for drawing and painting.  Get used to using a program such as GIMP combined with other programs like Inkscape to create art, graphical interfaces, and concept art.

 

Finding a comprehensive and relatively friendly workflow pipeline will be a first priority for you, using programs and software each stage of the line. Discovering early the export/import needs and choosing programs to satisfy them will be crucial for finishing your first game as soon as possible.

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Also, I was wondering if there is any way I could use solidworks to build solid models and mate them together as a character(robotic) using their mate system as a way to control the movement. Then, import the file over to animation software.

 

My next question is similar to the last but with objects and landscapes, but not as solid models.

 

This is potentially possible. It depends on what file export options that solidworks has. You could probably export in .obj format and then import into something like Blender. I am not sure about the mate system. Typically animation for 3d models is done using bones and I think you would likely be better off setting up the rig in a 3D animation package (like Blender, 3DS, Maya, ect).

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