Hey all, I was planning on creating my own video game. Problem is I have no experience in the field what so ever. The only beneficial talent I have that might help is that I'm a pretty decent artist. Now that I've started college, I have access to certain programs that might help me in coding, art, and such. It's just I really want to create a game I can center around everything that I like. Not necessarily for profit, just for my own personal fun. Other games just don't impress me, and I think that I could make a game that suits my needs as a gamer. Does anyone have any tips or tutorials they can direct me to that might help me out? Any assistance that could be provided would be very much appreciated.
Thanks in advance!
RisingLegend
if you are a great artist, try to find a good programmer.If you want to also code your own video game then take a couple of years first in learning/practicing.Also start small, very small, code simple games for the start. Do not start with complex games, you will fail.
Rising, do you have an art portfolio?
I've tried to cook up a few games myself, and I've learned the hard way that the worst thing you can do is overreach. Start out small, with, say, one of those mindlessly amusing Flash arcade-style games, and move up from there. Don't expect to produce Portal on your first try. And in my experience there's pretty much a mutual inverse correlation between artistic ability and programming ability, so you are probably going to need at least two people to make more than the simplest game.
Lol, ok I have a question
1. Do you understand the functions that go into making a game? How many people do you have working on pre-production and on the post production.
2. Do you actually have a story written, and a storyboard done for games, and do you understand how to actually make a professional storyboard, especially one for games?
3. Is it going to be 2-d or 3-D if it will be 3-D do you understand how to make an actual 3-D model sheet, what game engine would be best, and the rule of divisible by 2?
3.B- If 2-D do you understand how to make a professional composition and layout of the concept art work?
4. Do you have a understanding of photoshop, mypainter, and so on?
Since others have already covered some of the skill stuff...
Figure out what you need. If you want to make, say, a 2D game about killing zombies, write down all the art assets you need. Zombie idle animation, zombie walking animation, zombie attack animation, zombie death animation, foreground art, background art, object art, etc etc. Same goes for programming and design. This will give you an idea of you're over-scoping. A lot of people, for instance, want to make an RPG - but it's a lot of effort to do so.
It's hard work and it not be fun at times. Things will not work the way you want and you will not be able to do what you want. The sooner you realize that, the easier it will be. Braid was a two-man project that took 3-years working full time to make and the creator spent 200K of his own money to help fund development. If you're trying to make even a smaller game like Braid, you're going too far. Stick with a 1-screen, simple simple simple concept first. You'll learn whether you're just curious about games or you actually like making them.
Mod first. It's pretty difficult to jump straight into full game development without guidance like a school program or a heck of a lot of personal dedication and sacrifice. Modding is easier and can help ease you into things. As an artist, find games that let you import or otherwise create art and try making some things for them. It doesn't matter if you like the game or not - chances are, you're not going to like a lot of the work you do so get over it. MUGEN for instance uses sprites. Elemental has both a in-game editor for basic stuff and probably supports custom stuff. Fallout 3 is easy to mod as far as terrain and using 3d tiles.
You sound like a guy with an idea that can draw. Get over it. You'll need to contribute and will not be able to sit back and be a boss. If you want to do art, make art. If you want to do design, design stuff. In a small team, you'll have to do all that. Right now, probably your best bet is to write up a game design document as part of pre-production. You can find an example or two on the web. If your design document for your game is less than 15 pages or so, you're probably doing something wrong.
Game Maker is a good place to start.
Do not worry about storyboarding, or writing a story or anything like that. If you want to make a game then make a game and not a story.
Come up with a system of interacting variables that you think will be fun, then make a shitty-looking prototype of that system in Game Maker. Then iterate, iterate, iterate the shit out of it until its a polished, fun system. Then, (optionally) you can make it pretty in order to broaden its appeal.
To give you some idea of where I'm coming from, I majored in game design. (I also majored in film which is my main field)
I doubt that you will be successful in either film making or gaming if you leave out the storyboarding aspect.
demidyad, can you show us some of your games and films? Personally, I'd like to see what your majors in game design and film have produced.
A few very well established (and talented) film directors swear by NOT using story boards to allow for freedom while filming.
They still story board, if only in their head.
They may imagine how things could look in their head, but I would think the two are very different things. I'm not a film director so I can't say for sure. I couldn't imagine doing animated work without storyboards - but that may be because there is no way to actually direct animated content in real time.
I can't remember the director's name, but I do remember him saying how he liked freedom of improvising his shots on set rather than being constrained to follow a storyboard.
Uou have to
1. Story board for the cinamatic,
2. story board for the game play.
This is a great way to fail; I'm a gaming student and you do nothing without the story first and formost, and game play follows the storyboard for the game.
My first suggestion: Make a text adventure! Simple to do, and with the right engine it's 90% creativity and 10% programming. I really should finish that text adventure I'm working on...
Rofl. Yes, lets listen to the "gaming student".
By his logic Tetris, Pacman, any Total War game, Team Fortress 2, etc should all be failures. If you want to get into video game development, go into CS. If you want to be on the more creative side go into art or writing.
I recommend doing a text-based game first of all. Art assests are hard to come by and make it more complicated.
You really need the expierence of planning the game out, trying ideas, and implementing all the raw code before you have to worry about the overhead of 3D modeling etc etc
If you are a coder, use XNA, if you aren't a coder, get a coder.
I've been making games professionally for 15 years now, doing it by yourself is almost impossible, the best place to get started is to ask anyone on games making websites if they need any help. After getting a bit of experience you'll understand what it takes to make a game, and you'll have contacts to help you make it!
Good job at rebutting only half my argument. Allow me to continue: the quake series, the unreal tournament series, galactic civilizations 2, the civ series, modern warfare 2 (a hit due to its multiplayer, not its 5 hour single-player element), etc.
Clearly you're upset about not being smart enough to be accepted into a real university or college program. Have fun trying to find an industry job that isn't QA upon "graduation".
Hey, some (crazy) people actually like QA! That's offensive to them 8D
Heh, my appologies
My pro tip is to start small. I'm sure you have some big idea about an epic game that will change the face of gaming IF NOT THE WORLD forever. Now, I'm not saying to give up on that dream, but for your first game you should aim a little lower. Make a tetris clone or something. The advantages of this are:
Once you've finished your simple game. Make something just a little more complicated (but still pretty simple). Keep on just pushing the boundaries a little each time until you're ready to build your super game.
Just wanted to add that Plant Vs Zombies has no story at all and that game is incredibly addicting and fun ...
I'm also in the process of learning what it takes to make games and so far I'm discovering its pretty overwhelming, so thank you to the people who are posting tips
Speaking about yourself?
Please continue digging your own grave - it saves me the trouble.
Story will depend on what game you're making and the process you use. In some games, story is pretty important and more so than gameplay. In others, it's non-existent. In still others, it's a balance of both. What works for you and for the game, will depend on what you're trying to accomplish. A good story can help, but it can also detract. A bad story can hurt, but it can also be superfluous.
If your game is heavily atmospheric and gameplay based, you may be able to get away with just a basic skeleton of a story that helps you determine the pace of the game. If you're building something that requires dialogue and heavy character interaction, you won't be able to get away with as little.
There's no real right answer. Ultimately, though, you should have at least some general premise to help you guide what the game is going to be about and with which to apply an aesthetic too. It also helps to get it down in writing so that team members know what you mean. If you're thinking of a twin stick shooter that's dark and moody and take place after an apocalypse, but the only thing you say is "Twin stick shooter x Bullet hell", your artist may give you Telly Tubbys take over the world. If you have less than that, designer 1 may make a close quarters level while you make a wide open sandbox while your artist makes tentacle porn.
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