Hi Wendigo
I’m not a pro, only a novice hobbyist that has only started her journey in this amazing world of game design development. The pros here will probably laugh at my amateurish experiences and recommendations for you. But then, maybe some advice from another novice that only started her journey is what could actually help you and your mates (-;
First off, so far I have identified the following working areas for me (highlevel outline only):
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1) “Visual” game design
- Create models (meshes) for your game
- Create textures for your game
- Create rigs and animations for your game
- Select or compose sound effects and music for your game (yep, not really “visual”, but still somehow fits here (-; )
- Terrain building and texturing
- GUI design
- World building (plugging all of the above together like Lego bricks (-; )
2) “Conceptual” game design
- What’s the story of your game, which tale do you want to tell, any message that you want to bring across?
- What game systems do you want (e.g. combat, trading, harvesting etc). Which ones are the pillars of your game, its core?
- How will these game systems work? What formulas and logic will they have?
- How do you want the player to interact with the game? Classic mouse/keyboard? Mobile devices?
- Any actors or protagonists in your game? Which role will they play?
3) “Technical” game design infrastructure
- Programming of the game systems and UI parts
- Packaging and deploying the game
- Technical infrastructure (website, distribution platform, patch system, online features etc.)
- Unity API
[u]Second, I have identified the following learning path for me (you will most likely go through these phases iteratively):[/u]
Phase 1: Prepare your toolbox
You will most likely end up not only with Unity, but with a bunch of tools. You need to select them carefully for two reasons:
a) they need to fit your working style like the proverbial glove
b) they need to interact seamlessly and flawlessly together (I call it “value chain”)
As to which tools you need, you’ll get an idea through the section 1 above (“visual” game design)
Phase 2: Exploration and disposable prototypes
You will most likely have to start over again. And again. And again … “GameDon” mentioned it in his posting and I strongly agree to his experiences. It helped me a lot to strive for “tiny projects”, instead of doing a tutorial marathon. Try to set yourself a tiny little goal (e.g. “today I want to achieve a main menu that let’s me exit the game”) and then gather specifically the information and tutorials that you require in order to achieve this goal. I always found it way more easy (and rewarding) to do it this way, rather the other way round where you follow a learning path that somebody else has defined.
After you have achieved your first tiny little project, define yourself a slightly “bigger” one. And then try to achieve this as well by researching appropriate information and tutorials. And so on, and so on, and so on …
Again, it’s an iterative process. And it is very likely that you will throw away most of what you have produced in the very beginning. But as you progress, you’ll notice that you will be able to inherit more and more of what you have achieved so far for your actual game.
Phase 3: Build your game - one brick after the other
I’m currently in phase 2, but I can already notice that I will be able to reuse parts of phase 2 for my actual project. So I’m building up kind of a “game pieces library” for myself. Step by step. I’m far, FAAAAR away from even starting my actual game, but it’s exciting to see that even in this early stage I can already collect some very basic building blocks that will make their way into the actual game. I expect to gradually “phase out” of phase 2, and at the same time to gradually “phase in” to phase 3.
[u]And last, here’s some general advice that helped me so far:[/u]
- Don’t split up your team too early. I find it extremely helpful when everybody gets at least a highlevel understanding of all building blocks along the value chain of game design development. The designers should at least have a vague understanding of programming, the programmers should at least have a vague understanding of the visuals, and so on.
- Be prepared for many, many, MANY setbacks. Last weekend I have been looking for a coding error for hours. It was SO frustrating. And then, after 3 hours, I actually found it and it was a ridiculously tiny simple trivial little bug. But on the way of tracking down this bug, I have learned so much, that it was actually rewarding in the end.
- Don’t head for your game. Yes, It sounds contradictory. But this paradigm actually helps me. What you produce on your very first miles of this journey will most likely not make it into your final game. Hence if you try to achieve too much in the beginning, you will most likely be overwhelmed or loose track. Have your final game always in the back of your mind, but be prepared that the journey to get there will probably have some turning loops.
- Think big, act small. A similar advice to the one before. Be prepared to make small steps, but never loose your long term vision out of sight.
- Don’t enjoy the target, enjoy the journey to get there. Many, MANY hobbyist projects die after the first wave of excitment has ended. I belive that this happens because one tends to think too much about the end product. But it will take a loooong time to get there. Hence I believe that the motivation and satisfaction should not come from the end product alone, but moreover from the journey that you are about to start in order to get there - it has so many satisfactory moments (and frustrating ones as well (-; ) that the journey itself is reason enough to do the journey.
OK, lots and lots of text. And I’m sure the pros here are already rolling on the floor laughing about me and my tiny little novice experiences (-;
But again, who cares? It’s my journey and this is the way I learned to enjoy it. And I’m enjoying it a lot. I hope that my novice experiences help you and your team a little bit, so that you can enjoy your own journey as well. It’s a journey worth travelling indeed (-;
Wish you and your team all the best, but especially lots of fun!
P.S.: Yep, I intentionally wrote “her” in the beginning, female game designers actually do exist (-;