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¿So you have decided to make video games?
Published 9 months ago
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STARTING TO MAKE GAMES
So you have decided to produce video games. First of all congratulations for wanting to develop your own video game, it is the first step to fulfill the dream of thousands of people.
I am part of a large number of indie developer communities and I have a lot of experience in the area, I hope I can share some wisdom with a series of publications.
You probably like videogames a lot, you've invested hundreds of hours in them and you think it would be great to be able to capture your own stories and interactive universes so that everyone can share your creation. First you must know that developing a project and playing are two different things such as day and night, the task of developing a quality product is titanic and requires you to have a vast knowledge of different areas. After deciding without a doubt that you want to make games you find yourself standing under a spotlight with a million questions and not knowing where to start. One of the recurring questions is what is the cost of making a video game? Can I afford it ?.
The cost of realizing a project is very relative, depends on how much you are able to perform and the team members you get and their availability. Many people resort to the option of getting a group of enthusiasts with the same dream to do the work ad honorem, however this modality has endless setbacks, first that in general people who accept this form usually have work and will take the project as a hobby for your free time so the project will end up being eternal, a second point will be that by not being remunerated and not having any responsibility the quality of the work may turn out not to be the best, not to mention that usually (eye not always) who adopt this system are in the process of learning and the final result may not be what you expected, let's be honest, most of us who are in this have our own ideas of games and if we are going to work for free it will surely be in our project , you should have an idea too similar to those of the other team members so that there can be real motivation.
Another mode is to pay very little, it is a little better than the first (of course) but still has many negatives, it still can not demand a high quality, although there is a small responsibility you may end up with sprites, assets and props facts to get out of step because they are still done in free time, a person who returns from a long day of work, unless you feel a true love for what you are doing will not do the work with the required impetus and less for a minimum amount of money. The result will be a product of medium quality (hopefully) and that will inevitably be an eternal project.
I have been part of teams with this second option three times, only one has lasted but because team members became friends xD, but a very simple game has been almost two years of development because everyone has greater responsibilities and make a game well done, it consumes too much time.
Since September of last year I decided to learn how to make my own game myself, I already had knowledge of 3D and Illustration, I learned to control the Unity almost at all levels and I had to learn C # basic, I am surprised of what I am now able to to do in only three months of intense and practical studies (this already looks like an infomercial xD). You know what they say, if you want something to go well, do it yourself. I do not want to lower your spirits, on the contrary, they are councils so that you do not crash with the same walls that many of us have already stumbled upon, if you can learn to fully complete one level of your videogame, then you are already able not only to finish the development of the same but you will be able to lead a team, to know how far to demand and measure times properly. Good luck.

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Anthony Gonzalez
3D Artist - Illustrator - Game Designer - Designer
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