How do I start making games then?
First off you need a passion for video
games! It doesn't matter what kind of games you enjoy or what platform
you play them on - Get stuck in and enjoying a good game is the key to
understanding what people like, how games play, what looks cool and what works.
So play a lot of games, and try not to
pirate/copy the games you enjoy if you can afford to purchase them. Also
try not to fall for media hype - a lot of games that sell a lot are not very
good to play for a long time, or may feel exactly like the last game you
played. Talk about games with friends, read online and look at game play
footage - I trust user reviews over .
The latest number one hit on steam is an Indy game "Darkest Dungeon" - a mixture of Dark Souls and turn-based RPGs |
Don't just look at games though! You
have to try and draw inspiration from everything that interests you, and look
into art history to discover great images. A typical source of
inspiration is TV and films. Many film and TV directors have strong roots
in classical art, recreating work that has been tried and tested though-out
thousands of years of history.
Build up inspiration, and develop yourself
as an artist & game creator
Here is a wall of cool images to inspire, grabbed from Art Station |
These notes may not always become a project, but by thinking about
it you can drop things you got bored of and keep themes you like, and the ideas
evolve into a better game/project later down the road. These ideas,
photos, drawings and things all start to pile up, and soon enough you are
becoming a game maker and a better artist.
Getting into games
So we have all these awesome ideas, but how do we put them to use? The simple answer is just do it! Look online, do searches, chat with people online and just do something. In the start you have to learn new software, and there is a lot of different software out there so it can be hard to pick.
Essential tools I would say include a gaming PC, not only to find
and play current games but also to use programs such as ZBrush, Blender, and
Photoshop efficiently. You may have to access someone else's PC or maybe
go to an internet cafe, or if you are lucky at school or college.
A character created in ZBrush by Danial Spivak |
In game development for major AAA titles like Call of Duty or Dragon
Age Origins it takes hundreds
or thousands of professions a long time (six months upwards) to create a game.
So for most of us these kind of games are impossible.
But this doesn't mean we can't make smaller, and in some ways even
better stuff. For example many games encourage players to make their own
content or "mods"
- This can be from making hats for your favourite character in DoTA2,
possibly making a bit of money while enjoying the game.
Some games are made by a single person or a small team.
These are typically independent developers, and create "Indy"
games. A great success story of an Indy game is Mine
Craft, which was sold for two billion dollars in 2014. These games I
must say are my favourite, normally smaller, but with a lot of character,
interesting concepts and are really fun and interesting to play & learn.
First projects - Start Small
The secret to learning and getting better is lots of small
projects. Give yourself a day, a week, or a month to accomplish and
finish something. This can be your first character in Brush, making a
treasure chest that opens when the player stands next to it in UE4, or even a
simple chair.
Start small, and always try to "finish" a project, even if you get bored, or think of something else you would rather do.
To finish a project you should have something you can show others, maybe
someone can run around a landscape you created, or maybe it's a picture of a
monster.
It doesn't matter how good or bad you believe it to be - Post
images of your work and ask for critique and comments (C&C).
Sometimes people won’t say anything and don't seem to care, other times
people will tell you why they think your work sucks. Sometimes people
will say "wow, that's great".
Try and get as much information and feedback as possible, and work out why your work sucks.
This is what makes you better quicker. Some great places to post
are on forums and social networks.
Here is a
way to start making your own game from scratch in 2D. The guy that
teaches in the videos is Tom Francis, who made a game called Gunpoint on his
own. Gunpoint is a great little game and he obviously knows what he is on
about. The program used is a free game maker called Game Maker Studio. If you are
following the tutorials give yourself a week to go through them, then the rest
of the month to finish a small sample area. This is a nice project as the
software & tutorial is totally free and designed for beginners.
Project Planning
While project planning sounds very boring it is very simple and essential
to creating strong work. Keep in mind you always learn from every project
and the next project will be easier, quicker and a little more painless.
Eventually you will realise that you have learned a lot and are actually
pretty good!
1) Goals - what is the final outcome?
Set a deadline date (a week/month maybe).
2) Inspiration and reference - Grab images
of anything you want to incorporate, games and films to rip off characters and
assets from.
3) Planning - Before you dive straight in
look for holes in your knowledge - If you are making a whole level maybe
consider starting with a sample area like a small room. At this point
look for good tutorials to help you out. If you get stuck on on something
try your best to overcome it, ask questions online and look for solutions or ways
to avoid repeating difficult processes.
For a picture I drew this week I got inspired by the game Banner Saga. I collected images like this for reference |
4) White boxing or outlining. This
is a major area of a project. This is when you block out the rough
outlines - maybe it's a loose character, or a dungeon or street scene in a game engine, At this
point don't worry about textures and other details, just make sure it feels
good. If it’s a level have a walk around, if it’s an asset try looking at
it from different angles and get feedback from others. At the end of this
stage you are about half way through.
5) Detailing and tweaking. This is
when you make stuff look as good as possible and try to make sure everything
works. It may involve a lot of long & boring processes like rigging a
character, creating shaders in your chosen game engine, playing with AI or whatever.
I would say this is the hardest part and is the most likely place to
encounter problems - Stick at it and learn as you go. If something is
totally flustering you move onto something else for a little bit then come back
to the problem and research solutions online.
I spent a lot of time cleaning up the image and outlining image and picking a palette of muted colours |
6) Finishing. Possibly the most
important part of a project. In short this is where you try your best to
show off your work, hide the bad bits and highlight the strong bits. Not
everyone will know as much as you and may not have an idea that you have took
shortcuts or cheated in any way. A typical thing with character artists
is to skip the technical processes (like unwrapping/texturing, re-topology
rigging) but they will still have a great looking picture that they have
touched up in Photoshop. This is not cheating, and is almost expected.
Try and think of who you are showing it to and consider your goals - Did
you hit all of your targets in the planning stage?
Before finishing this picture I spent time tweaking it, and adding/changing colours so it felt better. I also added some simple effects and tweaks to the image. To finish it I posted it online |
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