Hey S3dition!
Awesome feedback. I actually have checked out digital-tutors. It looks really great. I think places like this are an amazing resource to learn how to use tools. Like Unity, photoshop, etc. Looking in the game design section specifically, I didn’t see anything really covered except how to use tools like UDK, Unity and CryENGINE. All top notch stuff btw.
In terms of 2D or 3D. It is all game design for me. Heck, even 2D is faked now days with it needing to be put onto a poly and displayed for the world to see. Doing this allows you to leverage 3D lighting, funs stuff like that. I know 3D has many technical hurdles/lighting/etc - but I view game design very bottom up. I don’t usually start with a theme first, I start with gameplay mechanics as a foundation, then I builded a theme on top of it. A First person shorter, in my opinion is simply wack a mole with twisted rules (something pops up on the screen and you hit it! = wack a mole) Since it’s on a TV everything get’s flattened out in the end. I can’t wait for the Star Trek Holodeck! I digress…Take for instance the game we are making, Dynamite Bob. It could still be totally 3D or 2D and be the same game. But I do hear you, this can be confusing and I would for sure make it more clear if I ever tried to launch a Kickstarter again. All that being said, you are totally right. People should super 100% know that I am making my game from beginning to end, showing them my process and helping them with their game too.
I guess I imagined if I took a Steven King (not that I am even close to his status) class on writing and he took me through his writing process showing me how he writes his own book I would learn a ton on how to write my own book. Because I could see how he did it and try it on my own writings. Even though I would probably write something totally different that didn’t involve murder or a cabin in the woods.
Also, I might be wrong but I don’t see very much 1 on 1 mentorship happening on the digital-tutors site. Like I said, you trump me in terms of being an expert on sites like you have mentioned. I look at game development to be more abstract than just tools. Although, knowing how to use tools is 100% needed, it’s game theory, getting the right team of creatives, how to spit ball a design (best practices) that I also want to cover. Subjects like how to manage the team, I have found over the last 13 or so years that connecting with people and making sure you can complete and not compete with them will 100% make a better game. Team work makes the dream work! I have had the privilege of working on titles like: Contra 4, DuckTales Remastered, Jelly Car 2, Mighty Switch Force and Adventure Time - etc. I want to share all that I have with people that want to learn. I guess if this was connect the dotes I still see dotes missing from the educational pipeline of making games. Just my opinion but everything seems heavily tool oriented online now days. It’s more than just game theory/people/tools - it’s all of it combined.
If I was a better business man I should probably charge more. I was taught as a kid that “You get what you pay for.” Meaning if it’s inexpensive, it probably sucks. I get it. $50 = people no likey! This was an experiment if I could prove that idea wrong (which I am really failing at! - haha). I just wanted to document a game from beginning to end and walk people through the whole process on a simple game, while helping people design/plan resources/plan their team/plan production pieplines/which software to project manage with/how to manage/etc. So they can take baby steps to something bigger and get closer to making the game of their dreams. Game creation is about team work, so you need to be a great team leader and coach to make a game - again, this is only my opinion.
At Disney I had 6 game producers report to me with every problem that came at them for their games (they each had a minimum of 3 titles). I helped clear roadblocks and made sure their games remained on track. The cool thing was that I wanted to do that for folks for this class, and document/record it for everyone to leverage.
Totally going to run with your advice on having people test out the product before purchase! I am making the first part of the class now and will be releasing it on my new website that will be launching in the next few months. Kickstarter taught me a lot. Many questions, many ideas and a lot of fun.
I totally appreciate the observations! They are helping me make something right now that I have not seen online yet and I hope will serve many very well in the future - I will also charge a bit more for it this time around!
Any other questions feel free to reach out. I do appreciate you taking your time to even review my Kickstarter.
Stay well,
Armando Soto