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Whether you’re game developer, indie or professional, a programmer, a 3D Artist, a concept artist, or just someone curious about game development, feel free to come here and discuss and talk about all things game development. Whether it be discussion about certain areas of game development, tips and tricks, exchanging ideas or just general chitchat about the hobby and profession, everything goes here! In here, we can all come together and support one another as we strive for our individual goals, whether they’re about releasing your first game, landing a big project or just being curious and learn more. With this thread, I want to provide a place for everyone, regardless of area or expertise. I hope we can all come here and have a good time discussing game development!
Game development is a multi-faceted and complex process that involves a wide variety of areas and professions. It’s gonna take an eternity and a half to list everyone and everything, so I’ll stick to listing some of the most common ones in both big and small-scale productions.
Programming
What can be considered the meat and bone of games is programming, the lines of code that ties a game together. Programming dictates when, how and why things happen in games. There are several common programming languages, some of the most prominent being C++, C# (C-sharp), java and Python. Programmers on PC often uses Microsoft Visual Studio to write codes. Programming dictates the mechanics of the game, as well as how a game controls.
Artistry
Artistry is an umbrella term for several things - 3D modeling, 2D sprite-work, texture painting, concept art, shading, lighting and more. Some common software used to render artistic elements in a game is 3D modeling software like Blender, ZBrush and Maya, Adobe products like Lightroom and Photoshop, and, for pixel art, apps like Pixie, PiskelApp and maybe even Microsoft Paint. Most games also have an Art Director that helps the artists strive for a singular goal in regards to a game’s environment, look and feel. Artists usually specializes in various areas within their own field - for example, a team of 3D modelers can have one prop artist, one environmental artist and one character artist. The concept artist works outside the game, drawing art that serves as reference points for a game's artistic direction.
Marketing
Marketing is, especially for larger-scale production, essential to the game to make sure the work gets out there. A publisher handles most of the marketing for a game that has one. For people unable or unsuccessful to pitch their project to a publisher, there exists marketing companies whose sole purpose is to market games. Crowdfunding your game is another good example to get word about your game out there. Otherwise, developers often uses Twitter to get word of their game out there, using hashtags #gamedev and #indiedev among others. A culture has developed around the hashtag #screenshotsaturday, where developers, as the name suggests, posts screenshots of their game every Saturday.
Writing and scripting
If your game has a narrative as part of the experience, (or even if it doesn't, in some cases) it's always good to have a dedicated writer, or writing staff, on board. Writing for games is different, and has similarities to screenwriting, and it can include everything from writing dialogue to setting up character arcs. What's unique to game writing is that it often has to go hand in hand with the gameplay, and reinforce it rather than hinder it. When a game's narrative goes against its gameplay elements, it's called "ludonarrative dissonance", something that is generally looked down upon. Writers in games with spoken dialogue also has to work closely with voice actors to ensure that the dialogue gets brought to the game in a natural fashion.
UI and UX design
UX stands for "user experience" and UI stands for "user interface". The user interface is important information the player needs to know, and a designer has to make sure that that information is communicated to the player in a clear and concise fashion, often via the game's hud, ("heads-up display") and other peripheral methods. The UX designer is tasked with designing the game with the player's psychology in mind, and acts in the team as the "bridge" between player and game design. That means that UX designers often works with the team in areas such as challenge, reward mechanics and customization options.
Animation
Animators are in charge of the way the things in games behave and move. Mostly, animation in 3D is possible because of the "rigging" of 3D objects - using "bones" that determines which polygons responds to which movement the bones make, which the animator then uses to make the animation. For 2D games, animators use transitions between various states, or positions, of the pixel sprite in question. There is also a similar method that can be used for 3D models, where the animators uses "shape keys". Then there is motion capture for more complex animations, where real-life actors has dots connected to their bodies that dictates the movement of the character model.
https://www.unrealengine.com
Nah
https://godotengine.org
https://www.cryengine.com
https://www.rpgmakerweb.com
Now that we have a good grasp on areas of game development and game engines, it's time to arm ourselves with resources. Below are some awesome resources for game development.
The GDC vault
GDC (game developer's conference) is an annual conference where developers come together to hold talks and seminars, as well as make contacts. The GDC vault is very rich with talks about all things game development. The GDC vault also has a YouTube channel.
https://www.gdcvault.com/free/
Gamedeveloper.com
Previously known as Gamasutra, gamedeveloper.com is a great website with in-depth articles about game development and help and tips.
https://www.gamedeveloper.com
Feel free to add more!
This is not a thread for self-promotion. You're welcome to show off your work, but this is not a place for you to peek in, drop a link to your Steam page, and then leave.
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Now, let's talk all things game development!
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