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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.

Sitio

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  1. Hi Deadeyes, I feel I am in a similiar situation as yourself. I am 26 years old and working as a software engineer in Missouri. Everyday work seems to get a bit more dull, so I have started looking into transitioning into the games industry as well. From your conversation with Tom it seems that you are reluctant to give up a good job and move to a new city in hopes of breaking into a different industry where the competition is fierce and you lack experience (at least I assume). I believe that there is a very large risk here and can understand your reluctance. Since I work for a very large company, I plan to find a new position and relocate to a new city on the west coast with more game studios in the area (i.e. LA, Seattle) in the next 6 months. This will allow me to make the move and hopefully start meeting industry professionals without worrying about finding new employment. Being an electrical engineer, I am sure you have similiar options, though depending on the size of your company you may have to find a new employer. Anyway, if you are worried about giving up the good job, it
  2. IMHO, a year really isn't that long. I would be surprised if any popular languages today are obsolete in a year. I think the key is to learn a language, any language, first. This will teach you the basics about programming in general. Once you understand the basics it is very easy to jump from language to language (as mentioned before). I would go with an object-oriented language. This will allow you to start picking up principles of object oriented programming as well. I think almost all of the languages mentioned above fit the bill, with the exception of C and BASIC.
  3. [quote name='littletray26' timestamp='1340325246' post='4951555'] I don't think I can afford to go to university [/quote] I recommend continuing education, so you have something to fall back on in case you don't make it in the game industry. It seems there are very few unemployed software engineers and they are usually paid pretty well too. I am not sure about the game industry, but outside the game industry (software engineering in particular) few employers will even look at you if you don't have a four year degree. As far as affording school, have you looked into how much it would actually cost? And what financial aid is available? I did not have parents that could afford to pay for my education, but I was still able to go to school for four years and didn't have to pay a cent until after I graduated and was earning a steady income. Remember, you can also work while going to school. I know a lot people who did this as well (I was fortunate enough to make enough money over the summer to pay for food/housing during the school year). I am not sure where you are from but I know here in the US STEM (Science, Technology,Engineering and Math) majors are usually eligible for grants. When I was in school I recieved $2000 from these grants alone. I would imagine other countries have similar programs? Another tip, research jobs that help pay for school. It may surprise you what jobs offer education assistance. A buddy of mine worked as cashier at a gas station out of high school and they paid over $1000/semester for him to take classes in college. Finally, most universities are more than willing to work with students if you approach them. After all, if they train you to be a great engineer that goes off and become rich and famous, it makes them look good and they will be asking you for donations! (they do this even if you aren't rich and famous!) Anyway, I truly believe that if you decide you want to go to school and are driven enough you can find the financial backing. I have yet to meet someone who truly couldn't continue school due to finances being the only issue.
  4. [quote name='Sitio' timestamp='1340291673' post='4951371'] I may be taking you a bit too literally, but is there really an advantage to having a Tetris clone in your portfolio? [/quote] After positing, I re-read this and realized that it may come across as if I was questioning your advice. I apologize as that was not my intent at all. Just looking for clarification.
  5. L. Spiro, Thank you so much for taking the time to respond to my inquiry! From your response, it seems you are a programmer yourself within the industry. Is this the case? If so, would you feel comfortable briefly discussing what you included within your portfolio when starting out? I may be taking you a bit too literally, but is there really an advantage to having a Tetris clone in your portfolio? I suppose this would show that you have some basic programming knowledge, can use some graphics API, and can see a product through from start to finish? I also understand that if I am to complete a project on my own, it is going to have to be very small in scope (especially if I plan to complete more than one, in a two year period, while working full time!) I was just concerned that "cloning" projects might show a lack of creativity? Thanks again for your input and expertise!
  6. Hello GameDev Community, Ever since playing my first video game (Super Mario for NES) I knew that I wanted to try my hand at programming games. This was a primary reason I decided to major in Computer Science. After graduating, I took a job working on fighter jet simulators for the defense industry. I thought this might be close enough to game development to quench my thirst, but alas, I was mistaken. I recently completed another degree, which my company has paid for. However, I am obligated to stay with my company for at least two more years (otherwise, I must repay them for my education). I plan to take this time to learn and expand my knowledge of the game industry and brush up on the required skills to work as a programmer in the game industry. I am currently working on a master two year schedule that will allow me to become a more sought after candidate. This schedule will ultimately be broken down into monthly milestones, and perhaps even weekly "inchstones", allowing for me to track progress and adjust accordingly. I am looking for some guidance/suggestions from any veterans of the industry as to what some good tasks , exercises, and/or reading material may help me better prepare for such a transition and to help build a portfolio. I have recently started searching through job postings on gamasutra.com to get an idea of the requirements of game programmers. Below is a rough list of tasks/exercises I have currently come up with. + Become familiar with OpenGL Programming in C++ and Java - complete NeHe Productions OpenGL tutorial set - read at least 2 books on the subject. Also, look into how OpenGL is being used on mobile devices + Become more proficient with Java Development (primarily a C/C++ developer right now) and Object Oriented Programming in general - perhaps port an older open source game into Java? - read up on design patterns + Become more familiar with commonly used development tools throughout the gaming industry - create a small, polished game using Unity3d / C# - familiarize self with Unreal Development Kit / Scripting. Complete a small project/game using this toolset. + Brush up on algorithms related to AI and gain exposure to new techniques - read one book on AI design specifically for games - read a no less than 5 white papers on recent AI techniques used in modern games. - Try to implement at least two algorithms from white papers + Review 3D Math / Linear Algebra - read [size=3]Mathematics for 3D Game Programming and Computer Graphics[/size] - pull out old college text book/files. Try to complete handful of questions from tests/homework + Better understand game design and what makes games fun - read at least 3 books on game and level design - create "complete" game design documents for two smaller game projects mentioned above - complete David Perry's Game Challenge (play 100 games and write 1 page critique for each on their design, keep journal on "cool" ideas from games) + Learn more about the industry and network - read daily blog update from gamasutra - subscribe to and read number of RSS feeds for industry news - attend at least one game development convention (next years GDC?) - get involved with local game development enthusiast group. - attend as many game jams as possible... (at least 2) - if possible, try to make contacts with industry veterans using social media without being creepy or annoying. Is there anything huge or obvious I am missing here? Is there anything listed that may be unnecessary? If anyone has any specific ideas for projects to help build a portfolio, I would be anxious to hear any/all suggestions. Thanks for your time and all feedback is greatly appreciated!
  7. Hi GameDev Community! I apologize in advance for the rather lengthy post. I have a rough idea for a story for a detective "like" game and was looking for input from this talented community. My main problem is right now I have a story, but haven't established game play. Here's the "pitch" so far.... [b]Basic Theme: [/b]The idea I want the player to constantly be presented with or thinking about throughout the game is this: [i]The cost of security is personal freedom. How much freedom are you willing to sacrificedin the name of security?[/i] [b]Story:[/b] After watching a documentary on William Colby (Director of CIA who went missing for some time, eventually found dead once it seemed CIA 'dirty secrects' might be exposed) I decided WIlliam Colby's story would be a perfect way to present the main theme of the game. The basic story would be inspired from William Colby's life. The main character would be the son of a William Colby-like character who is investigating his father's disappearance. The further he digs, the more he begins to realize the true nature of his father's work. Throughout the game. the main character discovers his father had maintained records on [i]most[/i] citizens and most of the population was being spied on in secret without warrants. The agency had even organized assassinations on its own citizens, deemed "terrorists", that posed threats to the nations security. Essentially, he discovers that privacy is simply an illusion and the agency is able to obtain almost any piece of information on citizens without warrants and operate with unlimited authority, all in the name of national security. [b]The Father's Character:[/b] Despite the overreach of the agency into its citizen's life, it is important the father is not painted as a villain. As the story progresses, he discovers his father was actually a true patriot. Before becoming director of CIA, he had served in the military, volunteering for some of the most dangerous missions taking place behind enemy lines in the Vietnam war. Eventually, he is recruited to work for the government as intelligence analyst and is later promoted to Director. He dedicates his entire life to insuring the safety of the nation's citizens. He sacrifices his personal/family life, public image, and political relationships to protect the agency and the nation's security. By the end of the game, it is revealed that very few people actually REALLY knew him. Even his own family's image of him is a facade... His perspective regarding the theme of the game ("[i]freedom vs security[/i]") is freedom can't truly exist without security, therefore, security must be established regardless of the cost. [b]The Main Character's Backstory: [/b]The Main character is a much less extreme version of his father. He is rather straight laced and even served in the military (as demanded by his father) as a military policeman. After his service, he worked for the local police force in his hometown for some time before making detective. It is while he is working as a detective that his father goes missing. Despite a somewhat rocky relationship between him and his father he becomes very concerned when he hears of his father's disappearance. After the a VERY brief investigation of the disappearance, investigators quickly abandon the case (for reasons that are revealed later in the story). The main character gets frustrated and begins his own investigation and finds out much more about his father than he ever realized. He is able to use connections in the police force and contacts from his past military service to find out "sensitive" information that would be unavailable to most. Throughout the game he is conflicted about where he stands relative to his father's principles and the views presented by his companion (player x). [b]Player X: [/b]I am looking for ideas for another character, very close to the main character, who's views are the absolute opposite of the father's character. They are more of a "free spirit" at heart and believe that citizens rights are being trampled over by the powers that be. They believe the general population accepts this only because of the government's use of fear tactics to gain acceptance by its population causing people to forfeit freedom for security. This character's primary role would be to provide the opposite view of the father and challenge the player with ideas/principles opposite of his father. I am thinking this could be the main character's love interest or a best friend from childhood. Any suggestions? [b]Gameplay:[/b] This is currently my largest concerned. I want to capture the essence of a detective novel (sherlock holmes, hardy boys, etc). The main character will explore, gather information, questions individuals, search for clues, and through these interactions slowly uncover a very deep storyline. However, I am concerned this won't be enough to hold the player's interest. I have been trying to decide on a genre of gameplay that a small development team with limited art skills could implement successfully. Any suggestions would be greatly appreciated here. Does anyone know of any great "detective-like" games I should check out for inspiration? Unfortunately, I have been unable to uncover any games that are similar to the idea I am trying to go for. Any and all input is greatly appreciated! Thanks for taking the time to read through this rather long post.