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How to get into game development the right way?
Good day. Recently, I really wanted to join game development, as there are a huge number of ideas of varying degrees of adequacy that I would like to bring to life. I myself study in the 11th grade, I only know Pascal, Python and quite a bit of C. I did a little bit in Python - all sorts of snakes, parsers and the likeness of a forum on Django. In general, so, on the little things. The questions are - what do I need to know and be able to do in order to start doing game development? What languages and technologies are currently relevant in game development?
Inb4 I heard that you need some more space knowledge and skills in the exact sciences, but the benefit of mathematics and physics is very, very good for me. Books ready to read voraciously. I know enough English to read documentation, etc.
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You, apparently, have a very good background, taking into account the age and status of the student. In general, having a head on your shoulders is very important in game development, because the cost of each mistake is multiplied by the number of fans of the game. Well, if you sign a contract for a million dollars (this is still not enough), it is important not to screw it up. So good grades in all subjects (not just exact ones) are the key to success in the future, even if it seems or if you are told that some subjects will not be useful.
However, you don't seem to quite understand what "engaging in game development" means. It's about how to build a rocket or a spaceship. Of course, if it's not a snake or tags. That is, you can assemble your bike or scooter from shit and sticks, but you won’t be able to sell this. But in order to do something worthwhile, at least to develop a car, you need to specifically go into auto mechanics, and even then there are already a lot of moments that one person cannot master: the engine design, aerodynamics and interior comfort are completely different areas of knowledge. Add to this marketing and production technologies, and it becomes obvious that one person cannot solve such a problem.
Also with games. For fun, try to write 2-3 sentences (no more) of the description of the game in Steam (or in the mobile store) for users, so that they contain the most important thing about the game, so that users are interested in it. It depends on whether people will download / buy the game, or whether they will pass by. Think it's easy? And you try to hook your audience. I forgot to say, you also need to choose an audience, and the answer "my audience is the whole world" is the answer to a deuce.
Come up with an icon for the game. It would seem simple? But it can take a specialist up to 2 weeks, if not more, taking into account A / B testing, attracting experts for evaluation, the artists themselves to draw it. Although I don’t argue, an icon made on a knee in 10 minutes may be the most successful, but this is already a lottery, no one forbids testing fate, it’s cheap, just the chances of success tend to zero.
I will not even touch on the process of developing the game itself now.
But what is important for you to know, in my opinion, is that there are different roles (professions) in game development. You can't just be a game developer. Well, more precisely, it is possible, but this is what they say about people about whom nothing is known, except that they have something to do with game development. In fact, a person performs some specific role in development. In small (indie) teams, several roles can be combined in one person, but still these days (in 2019) no one makes games alone. Therefore, study what roles there are and decide what exactly you want to do in development, and then you can search for or assemble a team, with all the ensuing complexities of team development. After that, it will be possible to say how to roll into game development.
For example, in addition to classical artists and programmers, there are roles such as game designer, PM (project manager), producer, QA, UI/UX designer, level designer, modeler, animator, etc. This is not all. Accordingly, in a large project there will be several game designers, producers, etc., that is, there is already a whole department responsible for the "role", each of which has its own narrower specialties. Well, in small (for 10 people), each will have a pack of roles.
PS Just in case, let me remind you that the release of the game is not the end, it's just the beginning. And then there is a delusion in fashion that after the release you can open your pocket for money and do nothing else. So if you (and your team) despite the statistics can still make a game that someone needs, then the "fun" will not end there.
GDScript/Godot engine. I advise you to read the official docs. A good thing, though not popular ...
Deep knowledge in physics/mathematics is needed only if you are going to cut your engine, but it is clearly not worth starting with. You need to be able to google minimally, this is enough to make commercially successful games even without programming knowledge. A prime example of Undertale.
Depending on the language in which you want to write, choose a large python engine
- Godot
in c ++ - Unreal Engine
in c # - Unity
But what knowledge will be required further will depend on the idea that you are going to implement.
C#/Unity - see tutorials, learn C#.
No third party videos!
Only OFFICIAL LESSONS!
Hello, a lot has already been written about the fact that games are written by a team, where everyone has their own role. In addition, there are still different types of games, for example, there are browser games. As examples I can give travian, tops, fight club. Card games or turn-based games are also suitable. It is easier to make them, since human interaction falls on the mechanics of the browser (request-response), and this is easier than real-time interaction. With due skill, again, with a simple design, you can quite easily wrap such a game in another wrapper, whether it's VKontakte or a mobile application. But in fact - this is just web development, it's the same as sawing some sites, only more interesting than the personal accounts of some banks.
I do not call, I just give additional options for development.
In general, in order to directly create your own games, you need to:
First, get into any development team, no matter what. Look closely at employees and positions. Highlight the most important thing that a person does (what problems he solves), what problems he has in this case and ways to solve these problems. This is to the fact that if you decide to make a game, then all these problems, the existence of which you did not know before, will fall on your head.
Secondly, regarding your "huge number of ideas of varying degrees of adequacy", all ideas need to be written down. That's right, what is kept in your head - consider that this does not exist. Everything must be recorded. In any format - text, diagrams, prototypes, whatever. After that, as soon as the document is born, with a record of all the wishes, you can, first, make a demonstration from it, show your friends that it will not be clear for them to write down and process. Second, read about existing mechanics in other games. After that, do a lot of work on bugs, correct, change and add new ones. Think over the balance, mechanics and other important issues, such as the payback model and other financial issues in general. As you understand, this does not require you to be a programmer from the word at all.
Third, having sipped the first point, it is especially important to look closely at the work of managers, a project manager or a project manager. It is advisable to grow up to the head, of course, as soon as you realize that you can get any project out of your ass, then get the document from the second paragraph and either take a loan (you don’t have to do this), or look for some super sources of income that you invest in development, or looking for investors, poke them with your document and provide a business plan, how cool your idea is. After you find the money, you can start realizing your dream.
ps This is if there was a dream to make your own game. If I misread between the lines and the goal was just "to join gamedev", then the first paragraph is enough. You open hh, look at the vacancies you are interested in, collect lists of requirements and finish learning what is missing for hiring, these are the required skills.
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