Hey guys, I’ve been using unity for a while now and I used to use javascript as my main scripting language, but now I am switching over to C#…
anyway…
When ever I see a “SERIOUS” game made with unity like the games from MADFINGER on the iOS, or Max and the magic marker on the wii and iOS, or “Interstellar Marines” which will be on PS3!!! and pc and xbox and everything
and Rochard ALSO on PS3…
I feel very happy and sad at the same time…
Happy because I seriously love unity and think its the best game engine out there, and want it to be more famous and popular… but Sad because that high level of “game making” is something that I cant see in my future… i am not talking about the details of the textures or the 3d models or environments, all those things can be bought or you can hire someone to make them for you.
I am talking about CODING!!!
how do you reach that high a level in performance and “features (like the drawing in max and the magic marker for example)”
I looked for books, tutorials, all over google and even bing “yes i am that desperate”
I cant find out how to learn the high level “unity stuff” because every tutorial or book out there teaches you what you need to make a “somewhat nice” game on unity, and I can already do that…
other than learning the unity API, C# and shaderlab… What else can I do?
so my question is for you experts out there :
How can i become a unity3d Master ?
Thank you for reading such a loooooooooooong post and thank you in advance for your help and insights
(I am, and it’s paying off. Events, Extentions, Lambda’s, Linq, System.Collections.Generics have all made my life a lot easier recently. You’d probably want to look at classes, polymorphism, inheritance, properties, static, private, public etc to start off with).
Then it’s simply learning how to project manage (not easy!) as well simply putting your skills into use.
they made a lot of shitty games they didn’t finish
they finished a simple or silly game
they went onto greatness with the experience gained from 1 2.
You don’t get good from books. You never will. You get good from doing stuff. You can read for hours about how to drive a car but you will still fail to drive it and stall it once you get in the car.
So… start today… make pong, or space invaders. Heed this advice. If you can’t finish something as simple as space invaders then you can’t make these games. They all share the same core fundamentals too, so begin small, make (and finish- this is the most important thing) a couple simple games.
NPSF3K hit something most teams around here completely overlook: project management. I understand that most groups will have a serious deficiency in software engineering and project management, but that doesn’t mean you should just dive in and start coding.
I never did. I don’t need to either. Nor do you. You just need to start small. Make a paddle + ball game like pong. This will teach you plenty, believe me.
This is exactly it… not just in game development, but any profession. You get better by working your ass off, failing a lot, and developing fundamental skills.
Make sure you have a good imagination and problem-solving abilities. Become familiar with the engine, and then think of interesting and off-the-wall solutions to things that aren’t built-in (becoming familiar with the engine is important, so you don’t reinvent the wheel). Don’t rely on tutorials for anything…those are good when you’re first learning the engine, but you have to learn to think for yourself. It’s kind of like making a 1,000-piece Lego model…you can find kits with instructions for making smaller models, which will teach you the fundamentals of how the pieces work together, and after that you take that knowledge and you’re on your own.
Thank you all for your responses, i will start putting more time on C# and build a couple of games even if their free lol but problem with that is that games need an art >< something that costs money lol
eaves, if your primary goal is to get good at programming (C#) for Unity, do not worry too much about art right now.
If you make a couple of complete games as in CODE COMPLETE, fully functional, feature complete then you will have achieved your goal… use place holder graphics, free art assets, make rough ones yourself… your primary concern I think is coding. No need to pay for art while you are learning… Then if what you code is cool and complete, you may find some beginner artist willing to do some free art for you because at least he/she will know that the game is functionally there, so his/her art time wont’ be wasted with a game that may never be finished. But anyway even if you can’t access any art at all… just code away so you learn/get better. When you are ready you can think about the art issue