game creation in this day and age
Posted: Sun May 13, 2007 2:04 am
I know there are several people here who want to make games of their own and thought I would write a little bit about the process as I understand it based on my experience having worked on a few commercial titles myself and having abotu 80% of my students going into companies like Relic, Rockstar, Radical, EA, Monolith, etc..
Game creation is one heck of a daunting task. Not only do you need a good idea, quite often you need a skilled team. You need someone who can make decent art and in many cases you may need more than one. Not just because the task is so large but often artists may have one solid primary skill and may be weaker in others. For example, in many companies, you have character modelers and environment modelers. You have character animators and FX animators. These are all 4 seperate skill sets. The environment people often do the lighting, or they may have a specific person JUST for lighting. And of course.. it all starts from concept design and story outlines, and story boarded events if you have any story.. on and on
That doesn't even get into play testing, coding, interface design, sound design, music..
I'm currently working on a title which has required no less than 4 people. Code, Music, Concept, Modeling. This game concept requires very simple needs as there is no real animation involved and the story is simplistic. The levels contain a fair bit of art but lots of reuse so that we don't need to make too much stuff.
Despite the simplicity and the number of people, it's still taken a year and not a line of code has been writen for the main engine because we needs to be certain of everything that's going in there and it evolves. This is common for games, they can have a preproduction stage of about a year where ides are thrown around and concepts done and redone until the game is formulated on paper first. Then it moves to the computer.
In a few cases though a mock engine has been built to test such as in the game God of War, where test engines were made which were kludgey at best with simple artwork and mock animation.. just to test their theories on how to work the game. How the interaction with controls would work and if it would be fun to play. Once they got all that down the went and reworked all the art and concept to make for the real game and rewrote the whole engine from scratch.
In terms of making games for sale on the independant games market I've discovered that it's often hard to make money. Some are honest and others try the demo and then run to the nearest warez site to download it for free. One company I worked on a game for, it ended up being their first and last game essentially because the company invested so much to make it known and have good production value that they went bankrupt due to the fact it was being illegally downloaded. So keep that in mind when you're downloading the latest and greatest current game from some site.. can the company afford to be stolen from? Not if they are small. If you want to keep small bussiness running, support it. Independant game makers like myself often need to have their day job to support them because the games certainly don't.
If you want to sell your game to a company then you need to think about who to contact, getting rights to your IP so that they can't simply steal the idea from you in a meeting. Make sure your presentation is strong and you can have argument to back up your claims. There have been more than a few small games companies who have made games that went pro. In some cases the company once they buy it adapt the game to run on platforms which are easier to fight piracy on. Xbox live is also a delivery system that supports the independant games companies as they have a delivery system that makes it easier to pay and play the games. You just need to be sure that you do some good testing of it before release. If your company becomes known for too many bugs in your games people will likley stop buying them out of reputation alone.
All in all, what I'm saying is it's hard to do, but it is possible if you know what you are doing, make a clear plan, and account for all possible problems. Pick the best delivery system possible and maybe try to shoot for something that is manageable.
moo
Game creation is one heck of a daunting task. Not only do you need a good idea, quite often you need a skilled team. You need someone who can make decent art and in many cases you may need more than one. Not just because the task is so large but often artists may have one solid primary skill and may be weaker in others. For example, in many companies, you have character modelers and environment modelers. You have character animators and FX animators. These are all 4 seperate skill sets. The environment people often do the lighting, or they may have a specific person JUST for lighting. And of course.. it all starts from concept design and story outlines, and story boarded events if you have any story.. on and on
That doesn't even get into play testing, coding, interface design, sound design, music..
I'm currently working on a title which has required no less than 4 people. Code, Music, Concept, Modeling. This game concept requires very simple needs as there is no real animation involved and the story is simplistic. The levels contain a fair bit of art but lots of reuse so that we don't need to make too much stuff.
Despite the simplicity and the number of people, it's still taken a year and not a line of code has been writen for the main engine because we needs to be certain of everything that's going in there and it evolves. This is common for games, they can have a preproduction stage of about a year where ides are thrown around and concepts done and redone until the game is formulated on paper first. Then it moves to the computer.
In a few cases though a mock engine has been built to test such as in the game God of War, where test engines were made which were kludgey at best with simple artwork and mock animation.. just to test their theories on how to work the game. How the interaction with controls would work and if it would be fun to play. Once they got all that down the went and reworked all the art and concept to make for the real game and rewrote the whole engine from scratch.
In terms of making games for sale on the independant games market I've discovered that it's often hard to make money. Some are honest and others try the demo and then run to the nearest warez site to download it for free. One company I worked on a game for, it ended up being their first and last game essentially because the company invested so much to make it known and have good production value that they went bankrupt due to the fact it was being illegally downloaded. So keep that in mind when you're downloading the latest and greatest current game from some site.. can the company afford to be stolen from? Not if they are small. If you want to keep small bussiness running, support it. Independant game makers like myself often need to have their day job to support them because the games certainly don't.
If you want to sell your game to a company then you need to think about who to contact, getting rights to your IP so that they can't simply steal the idea from you in a meeting. Make sure your presentation is strong and you can have argument to back up your claims. There have been more than a few small games companies who have made games that went pro. In some cases the company once they buy it adapt the game to run on platforms which are easier to fight piracy on. Xbox live is also a delivery system that supports the independant games companies as they have a delivery system that makes it easier to pay and play the games. You just need to be sure that you do some good testing of it before release. If your company becomes known for too many bugs in your games people will likley stop buying them out of reputation alone.
All in all, what I'm saying is it's hard to do, but it is possible if you know what you are doing, make a clear plan, and account for all possible problems. Pick the best delivery system possible and maybe try to shoot for something that is manageable.
moo