Answer the question
In order to leave comments, you need to log in
What can be added to the map of becoming a game developer?
There is one way to become a developer - https://github.com/miloyip/game-programmer
It has a lot of great books and I'm going to start absorbing all these books, continuously, mercilessly, several at once, perhaps. But! When is the practice? I remember the material after reading and can understand the meaning of what I read, but what about practice? Practice only through the exercises from the book? And that's it?
Now I need a vector that I can follow and I will feel good about it. I was very interested in this map, I want to start from the first point, since I passed zero, but in my own way a little. But practice, practice, practice? Yet they keep talking about practice! I ask you to add your comments to this list, what is missing here, what you need to pay attention to during the passage of this big quest, and the like.
There are a lot of technologies, to put it mildly, their number will only increase, after analyzing all the answers here, I realized that 'this' card is really "true", especially when you look at the vacancies and development tools of modern AAA games. Therefore, I ask you to give your exhaustive answer regarding this issue. Thank you for your answers!
Answer the question
In order to leave comments, you need to log in
You misunderstood the map. You don't need all these technologies. Choose a few - and develop in them. The rest - read the basics.
By the way - to absorb books - it's useless. Here it is completely. The knowledge gained should be immediately applied in small practices, and not in games (in fact, according to a similar principle, training is built at a university - they studied the topic - they made a lab. At the end of the course - a term paper).
When you understand that PL is not a problem for you and you are ready to implement standard algorithms with Google, start looking towards engines. Again - GRADUALLY.
And in 10 years, maybe you will take part in the development of AAA games.
I hope you are aware that the essence of any of these books (except language and computer) can be stated in 10 pages. Reading so many books just because it says so on some website is stupid. As the saying goes: "First I'll learn, and in 10 years I'll understand what it was like."
I advise you to create a so-called home project that covers all aspects of game development. This project will of course be primitive. Well, then just continuously implement it, along the way reading the necessary materials in the same books, articles and blogs of game creators.
For example, the project "Mario".
1 Develop the engine
1.1 Develop the graphics engine
1.2 Develop the physics engine
1.3 audio and more
...
2 Develop the game architecture
....
3 Actually, make a game
...
4 Optimize the engine and the game using super-duper technologies like occlusion culling, text merging ...
So, well, at point 1.2, you will most likely forget about boring theory and finally start doing something something normal - to participate in real projects on some Unity 3D and gain experience in the course of development, reading manuals for 10 pages (coincidence?) and communicating with colleagues.
Didn't find what you were looking for?
Ask your questionAsk a Question
731 491 924 answers to any question