Making a Video Game from Start to Finnish
Game
development starts with an idea or inspiration. You think, Hey, what if there
were a game like this and with elements of that.
But
building a game is like any other formidable task, like building a cathedral or
writing a novel. Building a video game takes passion. It takes dedication. You
could even say it takes obsession. From what I have learned it takes a great
deal of your time, energy, and thought. It's never finished. Even when it's
technically finished, you find things, new things that you could correct or
change.
It's
a very demanding and highly stressful task. If you don't love it completely,
with all its misgivings, you could quickly grow to hate it.
There
are several things that a person who has an idea might do in order to make it
into a reality, and that's what I will share with you, based on my experience
from creating a small game myself and from talking to game developers.
The
first thing you need to do is to come up with your idea which I found can be
very hard. I went and talked to Sean Northridge former Microsoft employee and
independent game developer. Sean explains his process “You have got to come up
with the game play first, as much as the story is fun, the gameplay is what
makes it great, if you don’t have great gameplay but you have a great story
it’s just not going to work ”. Once you have it all down you then should put it
in a game design document.
The
game design document, or GDD, is a collection of information that describes
every aspect of the game from a design side of things. It describes how the
menus will react to user input, the backstory behind the main character, the
art and what experiences the player should have while playing the game.
It
helps to explain your ideas to other people so that they can join you in
realizing them, and it allows the development team to share a common
understanding of the project on which they are working.
After
your idea is sorted you will need two groups of people: The developers to help
you make the game and the publishers who pay for the production of the game.
You
will need a technical design document. The same as GDD this describes how the
game will function behind the scenes. Everything from the technical perspective
must be included.
Now
you move to the most critical part of your game, the engine. It works with all
the core code in the game, the code that's made to perform physics
calculations, talk to other computers over a network, draw the graphical
elements in the game, play the audio, run scripts, and manage the artificial
intelligence. Once you find one that best suits your game you can start working
on it.
You
will also need content and art. The levels, characters, music, textures, 3D
models and animations should be separate from the engine this allows developers
to easily make modifications as the production changes over the Corse of the
project.
When
the game begins to resemble the vision you had for it. It's at this point it is
important to start testing it. As it comes together, there's a kind of
euphoria, a sense that you have built this wonderful and amazing thing quite
literally from nothing at all. You created it from only the brilliant swirling
visions inside your head. For the
testing you need to get players that know nothing about your game. You need to
take note of the things they find difficult or impossible to understand so that
you can work on them to move on.
During
this phase of the production your original idea might change in order for you
to correct the flaws. By testing it and working hard you can come out with a
nicely polished game.
I
also went and talked to David McCabe programmer for Batcat games. David
advice for developers starting off
“Make lots and lots of games because your early games are going to be
almost invariable shit so get them out of the way early make clones of things
and figure out how things work and don’t worry so much about the end goal.”
Now
that your game is complete you are ready to release it into the word and start
your career as an internationally acclaimed game developer.
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