• 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
decoder55

Game development, which path should i choose?

5 posts in this topic

Hello! I'm very new here and y want to make a lot of friends and learn so much.

 

I' m a junior programmer and i want to make videogames but i don't have idea about how to start. I like programming so much, but really i don't know what a videogame programmer do i his job. I've read some articles about OpenGL and DirectX. Also i' ve read about tools like Blender and others.

 

I want to learn everything i can, but y i'm sure i'll have to choose a path in this. Is important to know about programming with OpenGL or is better go directly to work with Blender, Unity3D...etc ? or this things are totally differents each other? I know tools like Blender uses OpenGL itselfs.

 

I need guidance! Please!

 

PD: sorry for my english i'm from Spain. xD

0

Share this post


Link to post
Share on other sites

Mostly starting with something VERY simple is the way to go, try coding some pong or tic tac toe with some very simple library (pygame, sfml or even openGL) to get the feel of the game programming and learning the basic problems (rotations, scales, collisions and input handling).

 

After you master those, try some UI (which is way harder than most people realize) and sound. When you finished you will have learned a lot and probably will know what next steps you want to take (networking, pathfinding, tile map base game, some 3D coding, using other engines, so on).

2

Share this post


Link to post
Share on other sites

I think it is a good idea to make tutorials for OpenGL or DirectX. Have a look at rastertek.com or http://www.opengl-tutorial.org/

It is good to know this low level things, because then you can work with every engine you want to.

 

Unity is very simple. It depends on what do you want to make. If you want to make a game just for fun than take Unity. You can make great games with it, but when you want to become a game programmer than learn OpenGL or DirectX.

0

Share this post


Link to post
Share on other sites

Hello! I'm very new here and y want to make a lot of friends and learn so much.

 

I' m a junior programmer and i want to make videogames but i don't have idea about how to start. I like programming so much, but really i don't know what a videogame programmer do i his job. I've read some articles about OpenGL and DirectX. Also i' ve read about tools like Blender and others.

 

I want to learn everything i can, but y i'm sure i'll have to choose a path in this. Is important to know about programming with OpenGL or is better go directly to work with Blender, Unity3D...etc ? or this things are totally differents each other? I know tools like Blender uses OpenGL itselfs.

 

I need guidance! Please!

 

PD: sorry for my english i'm from Spain. xD

 

I work on a very large team. Most programmers do not do graphics. You could be a game programmer without Blender, OpenGL, Unity3D, or DirectX.

 

I would start on the math - many different roles need to work with vectors, sometimes in creative ways, for many separate features. Tools can be very different, but math is always just math.

 

Which part of a game do you want to work on?

1

Share this post


Link to post
Share on other sites

Which part of a game do you want to work on?

 

The graphics are very cool, but i would like to work with AI behaviours or object physics. Actually i dont' know all the kind of work a game developer can do. 

 

My question is: What kind of work can be done on a project of a video game?

 

Thanks a lot!

Edited by decoder55
0

Share this post


Link to post
Share on other sites

Well a lot of work can be done on a video game project, and a lot of people could explain coding physics, AI, graphics, game mechanics, toolkits, on and on but...

 

When just talking about these things it makes them all seem so mysterious and wondrous when you haven't tried building a game yourself.

 

So, like an earlier poster suggested, choose a very simple 2d type of game where you can easily get art for it (or easily make it yourself), and start getting some sprites to display on screen. A lot of people would suggest getting the sprites on screen using a graphics engine - I would suggest use OpenGL calls if you are a junior programmer.

 

Then from there you will learn the parts of programming that go in to making a game by necessity

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