Angelblaze said:
Speaking as a 16 year old honor student who has actually had game developer classes, I believe no.
No no no. Do not oversimplify it like that.
It takes lots of time, effort and work that not everyone can do to create a game.
Well... speaking as a 37-year-old game developer [http://www.mobygames.com/developer/sheet/view/developerId,295189/] who has worked on several [http://masseffect.bioware.com/me1/] AAA [http://dragonage.bioware.com/dao/] games [http://www.saintsrow.com/] ...
"I know yes."
I never claimed it was EASY, but it is exactly that simple: the best way to make and get better at making games -
is to make one. Then make another, improving on what you learned on the previous iteration. And then another, and another after that. Obviously start small, and increase in complexity and scope. The skills and experience isn't something you just gain a point in and suddenly you went from doodling with crayons to doing the Mona Lisa - you have to do, practice and learn and develop said skills gradually over time.
And the best way to level up? By making a game. Notice I said game, not video game. If you can't code or make 3D art, then work out the mechanics of it as a boardgame. Or do 2D art for it. There are a number of flowchart programming systems to help ease the flow of logic as well. Or find friends or people over the net to collaborate over.
But the largest hurdle is still to stop talking about making one - and get up off your butt and MAKE ONE.
Here's a condensed life history:
- wanted to make games
- graduated high school, focus on art and programming
- college on computer graphics
- got a job at a dot.com doing IT stuff
- dot.com bubble burst, laid off
- said f' this, hate IT and web dev, let's go back to my main passion
- another college course, learning Maya
- joined a NWN mod team
- Made stuff! Lots of stuff
- Got noticed!
-
BIOWARE CALLED ME UP FOR A JOB BEFORE I COULD APPLY
- Rest is history.
While admittedly, currently I am out of the games industry, I plan on getting back in, while working on my stuff on my own time. It's about pacing, setting aside a schedule to do something every week, get something done so there's some progress.
LifelessArt said:
... but I will not let that deter me.
Good for you! Just remember to never stop learning, there's always an area you can improve on. I thought 3D math and vectors and linear algebra was out of reach for me, now I'm almost getting my character to not skip when moving down a ramp, and sort of getting the concept behind dot and cross products. I suspect I'll start learning matrix math later too.
Yet I'd prefer to do environment modeling. But it's all stuff I'm building up on for my ultimate project, doing it in steps.
ninjaRiv said:
If you've got jobs and such, great, good for you. But you mean to tell me you can';t spend five minutes a day on a script or a drawing or whatever? It's going to take a long time to make, yeah, but it'll get done. If you want actual change, you're gonna have to put in time and effort.
The best part is that as you do more and get better from the experience, it gets easier. So you get more accomplished in that same time period. Then at some point, you end up arguing with your employer to LET you take work home to work on it, because it's actually *gasp* FUN AND INTERESTING (at least, if the work is related to game dev, which was the case for me).
Or you find yourself without anything to do on a weekend day - no wait, I have something I do want to do: make my game.
ninjaRiv said:
If you're not willing to learn, to work and to sacrifice you're not worth the internet's time with your "make games my way" shit. Yeah, a lot of work goes into making games. That much is obvious. So do that and THEN maybe your complaints would make sense and actually have weight to them.
Not just that, but you get a new found appreciation for game devs, as well as a lot more tolerance for what is offered for the game. It's not just a lot of work, but also a lot of hard decisions on what gets cut and what stays, trying to focus on what best represents the game and offers a fun package to the players.
Remember, the relationship is: "I made this game, I hope it is fun for you."
It's easy to just be a consumer, acting like you're a king and sending everything back to the kitchen if you don't like it. But a chef tasting another chef's work will understand what went into it.
Master of the Skies said:
There is an excuse. It's "That's not what I want to do for a living"
Who said anything about doing it for a living? I know a lot of people who design games on the side as a hobby, even when their day job is also making games. Or engage in something totally not what their day-job is like: film-making, photography, singing, costumes, writing, art, brewing beer...
Tallim said:
Already on it. I know that the chances of any developer making the couple of games I really want is incredibly slim so I've started on them myself. I've learnt coding from scratch purely so I can start developing the games I want to and it has been a very long journey but it's finally coming together
Soooo .... when can I expect to see your game winning the IGF?
