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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.

Uberwulu

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  1. SE, not CS.  Your advisor is clearly not an accomplished developer.   -A game developer, who pursued both degrees.
  2. None of that makes you a game developer, not even a beginner one.  I second the above response.
  3. You're making the classic correlation == causation mistake.  Saying that because JavaScript can be used for scripting in a good game engine, that it "has to be pretty good" for game development, is like saying you want to pursue making cars by learning woodworking, because some nice cars are made with a wooden dash, and therefore woodworking must be pretty good for automobile manufacturing.  The wooden dash isn't what makes the car work, and JS isn't what makes Unity work.
  4. So what d? you recommend?   Basically what axefrog said.  Try to make a game.  The more you build, the more the fog will clear and you'll have more specific questions to ask.  Right now, the best I can do is tell you to figure out what platform you want to make games for (e.g. desktop PC & console or casual/mobile gaming), so you can figure out which basic tools you're going to need first (e.g. C++ and Visual Studio or Java and Android Studio).   HTML isn't a programming language.  It's a markup language (notice the "ML") for tagging content.  CSS isn't a programming language.  It's a style sheet language used for formatting content.  JavaScript is a scripting language used for short bursts of simple logic.  You can write game logic in JS, but it'd be silly to attempt to write the entirety of a game in it.  When you write code in HTML and CSS, what you're doing is not programming.  CSS cannot make a game.  HTML5 cannot make a game.  This is different from saying that HTML5 cannot be used to make a game, in the same way that XML can't make a game, but can be used in one (for example, as a config file).  If you're using the term HTML5 to refer a host of technologies that also includes CSS3, JS, all the browsers that support them, and any web APIs you connect to that do a lot of the backend work for you, then yes, you can write some very simple games utilizing some combination of these tools.   Java is a programming language.  It's good for writing your general enterprise applications, web applications, and used as a scripting language on top of game engines which are typically written in C++.  C# is a programming language.  It serves pretty much the same purposes as Java (and in my personal opinion, does it better).  C++ is a programming language.  It's good for writing pretty much everything, but especially for games and simulations (or anything else that's too performance-critical for a managed language like Java or C#).  In my experience as a software engineer and game developer, the mainstream IDE in use for desktop/console game development in C++ is Visual Studio.  The mainstream IDE in use for more general development with C# is Visual Studio, and with Java is Eclipse.  The mainstream IDE in use for Android development is Eclipse, but I'm seeing a shift toward Android Studio more recently (we use both at my company).   In any case, if you intend to do these things as a career working for a company, you should be pursuing them in school at at least a baccalaureate level.  If you intend to do these things as a side hobby or as an indie developer, then you may want to compare some existing game engines available for licensing/royalty fees, such as Unreal Engine 4 (my personal favorite) or Unity.
  5. Short answer: No.  Those will do little to nothing to enhance your knowledge of game development or even software development in general.  It will give you some very limited web development knowledge, which is a whole separate field of study from software development that has some very slight overlap with it, and nothing more.
  6.   This implies that being a developer for any length of time erodes your ability to help others learn your craft, and therefore my insistence to learn C++, the industry-wide standard language of game development, is bad advice to give someone who wants a career in game dev.  This assertion lacks logic.  It is also insulting to aspiring students that they must be too stupid to learn to code a for-loop in C++ before they've done it in PHP or something first.   Before my current job I spent three years teaching programming students, and in my spare time today I still make C++ tutorials for beginners with overwhelmingly good reviews.  C++ was my first language too, so I know very well the struggles of learning it.  Learning an "easier" language first won't make it easier to learn C++, and in my teaching experience, more often than not encourages bad coding habits that you'll have to unlearn once you start using a real language like C/C++.   So back to the OP, if you want to make games, in a nutshell you'll need to know C++ and linear algebra.  There's much more to it than that, but that's where you start.
  7.     This is terrible advice.  C++ is NOT forgiving of bad coding habits, quite the opposite actually.  Other languages are, which is what makes them "easier" to use.  Knowing Python, Unity, or Unreal won't get you a career in game dev either.  You need to learn C++, so start there.  It's not too hard to learn as a beginner unless you're generally bad at programming anyway, in which case you won't end up in game dev either way.   Source: Myself - A software engineer for a game & simulation company with a degree in game development.
  8. First of all, you don't even know what aspect of game production you want to do.  You say game development, but that implies software engineering.  You keep mentioning modeling and cinematics, neither of which have anything to do with software engineering or even each other.  Also, liking games doesn't make you a good software engineer any more than liking shampoo makes you a good chemical engineer.  Figure out what profession you actually want to do, then pick the specialty within it that has a strong job outlook.  Lastly, even if you do choose software development, keep in mind that game development is harder, typically pays less, and requires longer hours and more crunch time than ordinary software companies.  It will burn you out fast if you don't REALLY love what you do.  Lastly, stay in school, because the overwhelming majority of recruiters won't even look at you if you don't at a minimum have a baccalaureate level education in a relevant field of study.   Source: Myself. I'm a software engineer for a game & simulation company and I hold a degree in Game Development.
  9.   I think you misunderstood the topic here. The OP was asking whether he should go with a regular CS course or a specialized game development one. Please read the question first.   I did.  No part of my post indicates that I didn't.  This question has been asked and answered countless times before.  You seem to have the same disability as the OP.
  10. Have you tried Googling this question?  I mean, not like it's already been asked and answered a million times or anything... Actually scratch that.  Don't go into game development.  If you can't be bothered to research issues yourself and instead expect everyone else to do the work for you, you're not going to make a good programmer.
  11. Laptop?  But why?!  I need at least 3 monitors to program comfortably.   In any case, for consumers, I recommend AMD video cards.  For developers, I recommend nVidia but ONLY because nVidia is harder to develop for (you can get away with a lot more from AMD cards where nVidia would otherwise crash).  nVidia makes cards more geared for gaming, but it doesn't matter how much performance you squeeze out if your game crashes, which is also more likely on nVidia.  Be sure to get a graphics card and monitor that supports the range of resolutions you intend to develop for.  Beyond that, there isn't much to recommend other than the usual trusted manufacturers (Corsair for memory, western digital for hard drives, etc.).  I'd say go no less than 4GB of RAM and no less than 1GB of graphics RAM and 500GB of hard disk space to fit all the software tools and assets on.  Screen real estate is a big issue for me, as I usually have multiple files open at once for editing, so I'd go for the largest screen you can afford, unless of course you have a handful of extra monitors you carry around with you.
  12. Are you getting an education in software development?  If not, do that if you plan on actually working as a game developer.  Even if you just want to go indie and don't expect to make a living off it, a proper education is extremely valuable.  In the 2-ish years I knew I wanted to program games before I actually started school for it, I was a little all over the place and didn't know how to use source control, or 3D modeling tools, or Direct3D/OpenGL, or winsock, or even the Win32 API.  A real education will teach you how to write and utilize design docs, work on a team, meet TRC compliance, use source control (useful regardless if working on a team or solo), and get you free access to a wide range of software tools (IDE's like Visual Studio, modeling tools like Maya or 3DS Max, etc.) that you would otherwise have to pay a small fortune for.  Having knowlegeable instructors readily available to answer your questions quickly and accurately will also speed up your learning process.   If you flat out insist on doing this without an education, then there are a few must-have books.  If you're still relatively new at C++, then buy SAMS Teach Yourself C++ in 21 Days (5th edition, not the newer ones as the authors are terrible).  It covers pretty much everything you need to know about C++, falling short on the STL.  For that, buy The C++ Standard Library, 2nd edtiion to complete your knowledge.  For the math you need to know to program real games, I recommend 3D Math Primer for Graphics and Game Development, 2nd edition.  To learn to work with the Win32 API to make simple Windowed applications, I haven't found any good books but MSDN can answer almost all of your questions.  You can start off in 2D if you want, but I found it easier to just learn in 3D and mimic 2D using quads when needed.  DirectX9 is the easiest way to learn 3D graphics (quick initialization, supported on more hardware, easier to use than D3D11, and DX extensions make it easier to start off with than OpenGL).  To learn DirectX9, I recommend Introduction to 3D Game Programming with Directx 9.0c, A Shader Approach.  To make large-scale games, you'll need a solid understanding of OOP and design patterns.  For that I recommend Game Engine Architecture, API Design for C++, and Pattern-Oriented Software Architecture.  To take advantage of C++11 multithreading features, I recommend C++ Concurrency in Action.  For game network programming, I haven't found one particularly great book, so I would recommend at least taking a class for network programming for that.  For the physics and collision detection needed in games, I recommend Game Physics Engine Development and Real-Time Collision Detection.   If you take the advice of others here and use someone else's engine, you'll do a lot of scripting, but you won't learn much about actual game development.  At best you'll learn how to script in some simple game mechanics, but you won't know jack about rendering, networking, input, audio, or any other core game technology.  If you just want to dabble and churn out a bunch of super simple games that you probably won't own enough rights to for substantial profit, then go for that.  Otherwise, I highly recommend pursuing a real education.       -A Game Developer
  13. That's why people spend 4+ years studying it in school before they become software engineers.  Have you tried obtaining formal education?
  14. Trigonometry at the least.  Linear algebra if you like your life made easier.
  15. You don't seem like a real game developer.  Do you have any credentials to share with your viewers, such as an education and industry experience?  I'm sure they'd like to know why you're someone they should listen to.