This document provides an introduction to game development, covering areas like programming, game design, art, and other disciplines. It discusses challenges in the industry, differences between academia and professional game development. It also introduces the Unity game engine, covering platforms, programming, UI, plugins, and the asset store. The document concludes by offering suggestions for aspiring game developers, like maintaining a blog, focusing on one's portfolio, being part of the community, and practicing constantly.
Kings of Engagement: How Gaming Changed the World of UXDori Adar
Gaming is insanely huge and the world of user experience catches up fast. In this deck you will gain understanding on what games are, learn about the hero and the villain products, and how to build a product as a game from the ground up.
Jelly Splash: Puzzling your way to the top of the App Stores - GDC 2014Wooga
The match 3 puzzle genre is almost as old as it gets. Scour the App Store and you'll find hundreds of different varieties out there. Very few of these succeed however, and even less manage to hit the number one spot on the U.S. Apple App Store top download chart. Wooga's Jelly Splash managed to do just that, and in this session Florian Steinhoff, the creator of Jelly Splash, will give a detailed account on how his team managed that and what he learned throughout the development process.
How to make people love your game in 90 seconds or lessDori Adar
Your game has to form a relationship with the gamer in SUPER SPEED. See here how to prepare it to the most important meeting of its life- the first date.
Read more at www.doriadar.com
Successful free to play games are a brew of persuasion techniques designed to achieve fast engagement. Here’s a short list and lots of examples of the most notorious persuasive methods and psychological tactics that are used in games you play and love.
Adam Kramarzewski is a Game Designer at Space Ape with 11 years of experience in the industry and a new book just about to be published. He gives students an unfiltered insight into the production practices, responsibilities, and challenges facing Game Designers in the modern game development scene.
BANZAI! Joy and folly of setting up an Indie Games StartupGiuliano Cremaschi
WHO: Giuliano Cremaschi, Cute Attack Mobile Games' CEO and Creative Director (cuteattack.com)
WHAT: Giuliano shares his experiences on setting up a non-funded mobile gaming startup with an international Team and a distributed way of working.
WHERE: "Shared Gems 2012 -international Game Seminar", Metropolia, Helsinki (http://vyyhti.metropolia.fi/koulutukset/peliseminaari/)
The document discusses transitioning from managed languages like Unity to native C++ development. It covers jumping into native development without proper planning, which often leads to failure. It also discusses the challenges of developing without editors or robust tools and the importance of data-driven development to maximize productivity. Finally, it discusses memory management challenges without a garbage collector and how approaches like smart pointers and custom allocators can help address those challenges.
Kings of Engagement: How Gaming Changed the World of UXDori Adar
Gaming is insanely huge and the world of user experience catches up fast. In this deck you will gain understanding on what games are, learn about the hero and the villain products, and how to build a product as a game from the ground up.
Jelly Splash: Puzzling your way to the top of the App Stores - GDC 2014Wooga
The match 3 puzzle genre is almost as old as it gets. Scour the App Store and you'll find hundreds of different varieties out there. Very few of these succeed however, and even less manage to hit the number one spot on the U.S. Apple App Store top download chart. Wooga's Jelly Splash managed to do just that, and in this session Florian Steinhoff, the creator of Jelly Splash, will give a detailed account on how his team managed that and what he learned throughout the development process.
How to make people love your game in 90 seconds or lessDori Adar
Your game has to form a relationship with the gamer in SUPER SPEED. See here how to prepare it to the most important meeting of its life- the first date.
Read more at www.doriadar.com
Successful free to play games are a brew of persuasion techniques designed to achieve fast engagement. Here’s a short list and lots of examples of the most notorious persuasive methods and psychological tactics that are used in games you play and love.
Adam Kramarzewski is a Game Designer at Space Ape with 11 years of experience in the industry and a new book just about to be published. He gives students an unfiltered insight into the production practices, responsibilities, and challenges facing Game Designers in the modern game development scene.
BANZAI! Joy and folly of setting up an Indie Games StartupGiuliano Cremaschi
WHO: Giuliano Cremaschi, Cute Attack Mobile Games' CEO and Creative Director (cuteattack.com)
WHAT: Giuliano shares his experiences on setting up a non-funded mobile gaming startup with an international Team and a distributed way of working.
WHERE: "Shared Gems 2012 -international Game Seminar", Metropolia, Helsinki (http://vyyhti.metropolia.fi/koulutukset/peliseminaari/)
The document discusses transitioning from managed languages like Unity to native C++ development. It covers jumping into native development without proper planning, which often leads to failure. It also discusses the challenges of developing without editors or robust tools and the importance of data-driven development to maximize productivity. Finally, it discusses memory management challenges without a garbage collector and how approaches like smart pointers and custom allocators can help address those challenges.
This document provides information about a development club at LNMIIT. It discusses that development is about problem solving and figuring things out rather than what you know. It encourages participating in hackathons, freelancing, and building projects to improve resumes. The club expects to provide full community support for doubts, guide members on latest trends, and organize workshops and events. Members can collaborate across domains and gain mentorship from seniors. The club aims to maintain a coding culture and enhance competitive programming skills through contests and peer guidance. Past events included a 3-day game jam with over 252 teams. The club also discusses helping members apply to game jams, create games each month, and attend conferences to gain experience.
Bradfield, Chris - Godot engine game development projects_ build five cross-p...Francisco S. Barralaga
This document provides an overview of Godot Engine Game Development Projects, a book that teaches how to build five cross-platform games using the Godot game engine. The book guides readers through creating 2D and 3D games, introducing new Godot features with each project. It covers all aspects of game development, from setting up Godot and creating scenes and scripts, to implementing gameplay mechanics, visual effects, sound, and publishing games. The goal is to help both beginners and experienced developers learn Godot and build their own games.
This document provides an introduction to game development. It defines what a video game is as an electronic game involving user interaction and visual feedback. Game development draws from many fields including business, art, science and technology. The document outlines some of the many roles involved in game development. It traces the growth of the video game industry from early classics to modern 3D games. It then presents several popular game engines as tools that developers can use to build games, avoiding writing code from scratch. The document encourages creativity beyond what engines can do directly and emphasizes good coding practices like avoiding spaghetti code and refactoring. It introduces GameLab as aiming to spread knowledge about game development through small project-based seminars.
Computers have made progress playing the game of Go but still have weaknesses. In 19x19 Go, computers have beaten professionals with handicaps of 6-9 stones. In 9x9 Go, computers have reached human professional level by beating professionals without handicaps. However, in 19x19 Go computers still require at least a 6 stone handicap against top professionals. Future improvements may allow computers to reach professional human level in 19x19 Go without handicaps.
This document provides an overview and introduction to resources available for learning Unreal Engine, including documentation, tutorials, sample projects, and troubleshooting guides. It explains the basic framework of Unreal Engine including the roles of common classes like GameInstance, GameMode, Pawn, HUD, PlayerController, PlayerState, and GameState. It also describes some of the free learning content and assets available to download through the Unreal Engine Launcher including tutorials, game samples, and asset packs from popular titles.
The document discusses tools for making 3D games and focuses on Unity as a game engine. It provides an overview of Unity's features such as its 3D visual editor, physics and lighting systems, scripting, and asset store. It also discusses approaches to programming in Unity using components and game objects as well as 3D art creation tools like Blender that can be used. The document aims to visually teach Unity and shows examples of games that can be built with it like a target shooting game or infinite runner.
Knock knock on GameDev gateway! - Introduction to Game developmentMamdouh Tarabishi
The document discusses why people play games and the importance of gaming. It provides examples of real-world applications of games in areas like military training and education. It also summarizes the roles involved in game development teams and key components of games like graphics, physics, animation, AI and levels. The document compares popular game engines like Unity, Unreal and CryEngine and recommends Unity as a good starting point for beginning game development.
This technical presentation discusses HTML gaming frameworks for building browser-based 3D games. It provides insights into several frameworks: Construct 2 is a game maker that does not require JavaScript coding; ImpactJS is a tested HTML5 engine that supports multiple platforms; EaselJS and Phaser are frameworks that offer display lists and mouse interactions; Three.js and Voxel.js are used for 3D games; and PlayCanvas focuses on real-time collaboration. The presentation also covers the game loop, which controls the core update and draw functions, and highlights differences in developing 2D versus 3D games. Benefits of HTML games include cross-platform support and using open standards, while challenges relate to varying user experiences across devices and accessing
This document discusses why desktop Linux sucks and proposes solutions. It acknowledges Linux's strengths but notes issues like audio problems, hardware compatibility issues, and lack of professional software. It argues that key projects require stable, long-term funding to succeed but current open source models often fail to provide this. It proposes that Linux distributors and companies get more involved in fundraising and promoting donations/commercial software to help fund important projects and improve the desktop Linux experience.
This document discusses why desktop Linux sucks and proposes solutions. It acknowledges Linux's strengths but notes issues like audio problems, hardware compatibility issues, and lack of professional software. It argues that key projects require stable, long-term funding to succeed but current open source models often fail to provide this. It proposes that Linux distributors and companies get more involved in fundraising and promoting donations/commercial software to help fund important projects and improve the desktop Linux experience.
How We Won Gamedev By Rolling Our Own Tech (no notes)Mihai Gosa
Did you know you can make successful games faster, cheaper and more reliable by building your own tech instead of using a third party engine?
With a small team and no budget, we managed to make 2014's best tactics game (Door Kickers) in a very short time, with a huge amount of content, on 5 platforms.
Without using any third-party engines or tools.
Instead of adding tech, we removed tech. We kept removing until there was almost nothing left. Sounds counter-intuitive? Think of it this way: simpler means faster, cheaper and more reliable.
Learn about the extreme simplicity of the production pipeline and the "unified everything" game engine used for Door Kickers.
Learn that developing a game can also be done in a very smart and simple way, instead of spending years or $$$$$ on game engines. Learn how to focus on what is important and that finding the simplest solutions is usually the hardest.
How Modding Made Bethesda Better: GDC 2015 Level Design in a DayJoel Burgess
Modding has had a direct influence on many developers, game studios, genres, and helped shape the course of the video game industry itself. Bethesda Game Studios is no exception to the influence of modding, having provided official mod tools for all of their projects since 2002's Morrowind to their most recent game, Skyrim. This talk will touch on the historical and modern relevance of modding, as well demonstrating the many positive ways in which modding has affected the studio. Attendees will leave with a new perspective on how modding has influenced everything from community building, tools design, team workflow, DLC, and the recent surge of interest in user-generated content.
All the Families: The Making of Animation Throwdown (GDC 2018)Kongregate
Ever wonder what it would be like to create a AAA game with a skeleton crew, split between two developers, one publisher, one IP owner, and five individual IPs? Join two producers from Kongregate (Peter Eykemans and Katrina Wolfe) to hear how "Animation Throwdown" was created in an unusual way, and how they turned an incredible production problem into a major success.
Flutter not yet another mobile cross-platform framework - i ox-kl19oradoe
Having painful experiences with NativeScript and a failed proof-of-concept (PoC) React Native, especially on Android, our development and Executive teams are terrified of any further mention of cross-platform mobile frameworks. However, when approaching Flutter, we believe it is NOT yet another cross-platform mobile development framework. And this is not a pure faith, but based on observation and analysis of (1) its technology, (2) the community adoption, and (3) most importantly, the strategy of Google — its original author and backer.
This document provides an overview of virtual world systems and technologies for developing virtual worlds. It discusses key features of virtual worlds like social interaction, large persistent environments. It then examines some successful 2D and 3D virtual worlds that break conventions. The document stresses that successful development requires balancing the design, content, and technology. It also advises working within time and budget constraints. Finally, it surveys various 2D and 3D virtual world technologies and considerations for choosing a technology.
This document provides information about an info session on development. It will include functional coding using data structures and algorithms, implementing startup ideas, and exploring technologies. Participants can expect full community support for doubts, guidance from seniors, and experience building portfolio projects. Competitive programming and data structures and algorithms will also be discussed. Past events included a 3-day game jam with over 252 teams. Recruitment will involve filling a Google form and having a learning spirit.
The document provides information about various career options and paths in computer science and engineering. It discusses maintaining good academic performance, learning data structures and algorithms, competitive programming, different areas of development like web and mobile apps, research opportunities, open source contributions, building an impressive online profile, campus involvement, and personality development. It also lists important subjects, learning resources, interview preparation strategies, and tips for students to focus on code practice, projects, networking and an optimistic mindset.
This document discusses optimization techniques for video games to improve efficiency. It covers optimizations that can be made at various stages of development, including platform requirements, content creation tools and pipelines, level creation, plugins, runtime performance like memory usage and load times, and market performance metrics. Specific examples discussed include using level of detail models, texture atlases, object pooling, baked pathfinding, and profiling tools to detect and fix memory leaks. The overall message is that efficiency can be improved at all stages of the development process from initial design through runtime performance and market success.
ProSocial Behaviour - Applied Social Psychology - Psychology SuperNotesPsychoTech Services
A proprietary approach developed by bringing together the best of learning theories from Psychology, design principles from the world of visualization, and pedagogical methods from over a decade of training experience, that enables you to: Learn better, faster!
Aggression - Applied Social Psychology - Psychology SuperNotesPsychoTech Services
A proprietary approach developed by bringing together the best of learning theories from Psychology, design principles from the world of visualization, and pedagogical methods from over a decade of training experience, that enables you to: Learn better, faster!
This document provides information about a development club at LNMIIT. It discusses that development is about problem solving and figuring things out rather than what you know. It encourages participating in hackathons, freelancing, and building projects to improve resumes. The club expects to provide full community support for doubts, guide members on latest trends, and organize workshops and events. Members can collaborate across domains and gain mentorship from seniors. The club aims to maintain a coding culture and enhance competitive programming skills through contests and peer guidance. Past events included a 3-day game jam with over 252 teams. The club also discusses helping members apply to game jams, create games each month, and attend conferences to gain experience.
Bradfield, Chris - Godot engine game development projects_ build five cross-p...Francisco S. Barralaga
This document provides an overview of Godot Engine Game Development Projects, a book that teaches how to build five cross-platform games using the Godot game engine. The book guides readers through creating 2D and 3D games, introducing new Godot features with each project. It covers all aspects of game development, from setting up Godot and creating scenes and scripts, to implementing gameplay mechanics, visual effects, sound, and publishing games. The goal is to help both beginners and experienced developers learn Godot and build their own games.
This document provides an introduction to game development. It defines what a video game is as an electronic game involving user interaction and visual feedback. Game development draws from many fields including business, art, science and technology. The document outlines some of the many roles involved in game development. It traces the growth of the video game industry from early classics to modern 3D games. It then presents several popular game engines as tools that developers can use to build games, avoiding writing code from scratch. The document encourages creativity beyond what engines can do directly and emphasizes good coding practices like avoiding spaghetti code and refactoring. It introduces GameLab as aiming to spread knowledge about game development through small project-based seminars.
Computers have made progress playing the game of Go but still have weaknesses. In 19x19 Go, computers have beaten professionals with handicaps of 6-9 stones. In 9x9 Go, computers have reached human professional level by beating professionals without handicaps. However, in 19x19 Go computers still require at least a 6 stone handicap against top professionals. Future improvements may allow computers to reach professional human level in 19x19 Go without handicaps.
This document provides an overview and introduction to resources available for learning Unreal Engine, including documentation, tutorials, sample projects, and troubleshooting guides. It explains the basic framework of Unreal Engine including the roles of common classes like GameInstance, GameMode, Pawn, HUD, PlayerController, PlayerState, and GameState. It also describes some of the free learning content and assets available to download through the Unreal Engine Launcher including tutorials, game samples, and asset packs from popular titles.
The document discusses tools for making 3D games and focuses on Unity as a game engine. It provides an overview of Unity's features such as its 3D visual editor, physics and lighting systems, scripting, and asset store. It also discusses approaches to programming in Unity using components and game objects as well as 3D art creation tools like Blender that can be used. The document aims to visually teach Unity and shows examples of games that can be built with it like a target shooting game or infinite runner.
Knock knock on GameDev gateway! - Introduction to Game developmentMamdouh Tarabishi
The document discusses why people play games and the importance of gaming. It provides examples of real-world applications of games in areas like military training and education. It also summarizes the roles involved in game development teams and key components of games like graphics, physics, animation, AI and levels. The document compares popular game engines like Unity, Unreal and CryEngine and recommends Unity as a good starting point for beginning game development.
This technical presentation discusses HTML gaming frameworks for building browser-based 3D games. It provides insights into several frameworks: Construct 2 is a game maker that does not require JavaScript coding; ImpactJS is a tested HTML5 engine that supports multiple platforms; EaselJS and Phaser are frameworks that offer display lists and mouse interactions; Three.js and Voxel.js are used for 3D games; and PlayCanvas focuses on real-time collaboration. The presentation also covers the game loop, which controls the core update and draw functions, and highlights differences in developing 2D versus 3D games. Benefits of HTML games include cross-platform support and using open standards, while challenges relate to varying user experiences across devices and accessing
This document discusses why desktop Linux sucks and proposes solutions. It acknowledges Linux's strengths but notes issues like audio problems, hardware compatibility issues, and lack of professional software. It argues that key projects require stable, long-term funding to succeed but current open source models often fail to provide this. It proposes that Linux distributors and companies get more involved in fundraising and promoting donations/commercial software to help fund important projects and improve the desktop Linux experience.
This document discusses why desktop Linux sucks and proposes solutions. It acknowledges Linux's strengths but notes issues like audio problems, hardware compatibility issues, and lack of professional software. It argues that key projects require stable, long-term funding to succeed but current open source models often fail to provide this. It proposes that Linux distributors and companies get more involved in fundraising and promoting donations/commercial software to help fund important projects and improve the desktop Linux experience.
How We Won Gamedev By Rolling Our Own Tech (no notes)Mihai Gosa
Did you know you can make successful games faster, cheaper and more reliable by building your own tech instead of using a third party engine?
With a small team and no budget, we managed to make 2014's best tactics game (Door Kickers) in a very short time, with a huge amount of content, on 5 platforms.
Without using any third-party engines or tools.
Instead of adding tech, we removed tech. We kept removing until there was almost nothing left. Sounds counter-intuitive? Think of it this way: simpler means faster, cheaper and more reliable.
Learn about the extreme simplicity of the production pipeline and the "unified everything" game engine used for Door Kickers.
Learn that developing a game can also be done in a very smart and simple way, instead of spending years or $$$$$ on game engines. Learn how to focus on what is important and that finding the simplest solutions is usually the hardest.
How Modding Made Bethesda Better: GDC 2015 Level Design in a DayJoel Burgess
Modding has had a direct influence on many developers, game studios, genres, and helped shape the course of the video game industry itself. Bethesda Game Studios is no exception to the influence of modding, having provided official mod tools for all of their projects since 2002's Morrowind to their most recent game, Skyrim. This talk will touch on the historical and modern relevance of modding, as well demonstrating the many positive ways in which modding has affected the studio. Attendees will leave with a new perspective on how modding has influenced everything from community building, tools design, team workflow, DLC, and the recent surge of interest in user-generated content.
All the Families: The Making of Animation Throwdown (GDC 2018)Kongregate
Ever wonder what it would be like to create a AAA game with a skeleton crew, split between two developers, one publisher, one IP owner, and five individual IPs? Join two producers from Kongregate (Peter Eykemans and Katrina Wolfe) to hear how "Animation Throwdown" was created in an unusual way, and how they turned an incredible production problem into a major success.
Flutter not yet another mobile cross-platform framework - i ox-kl19oradoe
Having painful experiences with NativeScript and a failed proof-of-concept (PoC) React Native, especially on Android, our development and Executive teams are terrified of any further mention of cross-platform mobile frameworks. However, when approaching Flutter, we believe it is NOT yet another cross-platform mobile development framework. And this is not a pure faith, but based on observation and analysis of (1) its technology, (2) the community adoption, and (3) most importantly, the strategy of Google — its original author and backer.
This document provides an overview of virtual world systems and technologies for developing virtual worlds. It discusses key features of virtual worlds like social interaction, large persistent environments. It then examines some successful 2D and 3D virtual worlds that break conventions. The document stresses that successful development requires balancing the design, content, and technology. It also advises working within time and budget constraints. Finally, it surveys various 2D and 3D virtual world technologies and considerations for choosing a technology.
This document provides information about an info session on development. It will include functional coding using data structures and algorithms, implementing startup ideas, and exploring technologies. Participants can expect full community support for doubts, guidance from seniors, and experience building portfolio projects. Competitive programming and data structures and algorithms will also be discussed. Past events included a 3-day game jam with over 252 teams. Recruitment will involve filling a Google form and having a learning spirit.
The document provides information about various career options and paths in computer science and engineering. It discusses maintaining good academic performance, learning data structures and algorithms, competitive programming, different areas of development like web and mobile apps, research opportunities, open source contributions, building an impressive online profile, campus involvement, and personality development. It also lists important subjects, learning resources, interview preparation strategies, and tips for students to focus on code practice, projects, networking and an optimistic mindset.
This document discusses optimization techniques for video games to improve efficiency. It covers optimizations that can be made at various stages of development, including platform requirements, content creation tools and pipelines, level creation, plugins, runtime performance like memory usage and load times, and market performance metrics. Specific examples discussed include using level of detail models, texture atlases, object pooling, baked pathfinding, and profiling tools to detect and fix memory leaks. The overall message is that efficiency can be improved at all stages of the development process from initial design through runtime performance and market success.
ProSocial Behaviour - Applied Social Psychology - Psychology SuperNotesPsychoTech Services
A proprietary approach developed by bringing together the best of learning theories from Psychology, design principles from the world of visualization, and pedagogical methods from over a decade of training experience, that enables you to: Learn better, faster!
Aggression - Applied Social Psychology - Psychology SuperNotesPsychoTech Services
A proprietary approach developed by bringing together the best of learning theories from Psychology, design principles from the world of visualization, and pedagogical methods from over a decade of training experience, that enables you to: Learn better, faster!
Understanding of Self - Applied Social Psychology - Psychology SuperNotesPsychoTech Services
A proprietary approach developed by bringing together the best of learning theories from Psychology, design principles from the world of visualization, and pedagogical methods from over a decade of training experience, that enables you to: Learn better, faster!
Covey says most people look for quick fixes. They see a big success and want to know how he did it, believing (and hoping) they can do the same following a quick bullet list.
But real change, the author says, comes not from the outside in, but from the inside out. And the most fundamental way of changing yourself is through a paradigm shift.
That paradigm shift is a new way of looking at the world. The 7 Habits of Highly Effective People presents an approach to effectiveness based on character and principles.
The first three habits indeed deal with yourself because it all starts with you. The first three habits move you from dependence from the world to the independence of making your own world.
Habits 4, 5 and 6 are about people and relationships. The will move you from independence to interdependence. Such, cooperating to achieve more than you could have by yourself.
The last habit, habit number 7, focuses on continuous growth and improvement.
Assignment 1 (Introductions to Microsoft Power point 2019) kiran.pptx
I Develop Videogames
1. I Develop Videogames
Team YinYang
{Jorge Palacios, Christian Chomiak}
presents
Hey, there
Want to make a
game?
Originally from 2013, updated in 2016
3. Agenda
● Introduction to game development.
● Challenges in the industry.
● Differences between academy & the “real
world”.
● Brief introduction to Unity.
● Suggestions & conclusions
4. Introduction to game development
What is a video game?
(Intentionally left blank)
5. Introduction to game development
What is game development?
●Also known as gamedev.
●The practice of developing entertainment
software (videogames).
●Game developer != Gamer
6. Introduction to game development
(Main) Areas & Disciplines
●Programming
oAI
oGraphics
oGameplay
●Game Design
oMechanics design
oLevel design
●Art
oConcept Art
o3D Modelling
Game Designer != Game Programmer
7. Introduction to game development
(Other) Areas & Disciplines
●Narrative
●Sound
●Playtesting
●QA
8. ●Regulatory law regarding video games &
bellic toys.
oFILANTROPIA Foundation.
●Job market
●Associations
●Events
oGameJams
Introduction to game development
Case Study: Venezuela
10. Introduction to game development
What do you need to know?
Skills & Knowledge
BASIC DESIRABLE
Math
(Trigonometry, Algebra)
Physics
Communication Prototyping
11. Skills & knowledge... for Game Designers
●Understandment of:
o Physchology.
o Logic.
o Art.
●Programming (scripting).
●Writing & Proofreading
●Communication (advanced).
Introduction to game development
What do you need to know?
12. Skills & knowledge... for Game Programmers
●Algorithms (while(more){better;})
●Scripting (desirable).
●OOP (necessary).
●C/C++ (indispensable).
Introduction to game development
What do you need to know?
15. Insecurities (and how to beat them)
“I’m a programmer, not an artist”
• Royalty-free resources
(Creative Commons)
• Freelance artists
• Asset Store (Unity)
16. Insecurities (and how to beat them)
“I’m a student (I don’t have money)”
• Free and Open Source tools
• Free versions of paid tools
• Student discounts (and free tools for
non-profitable use)
• Professional engines available for
free* (e.g. Unity, Unreal)
* Free under some conditions
17. Insecurities (and how to beat them)
“I’ve never made a game but I want to make the next
(insert hit game name here)”
●Take down a notch
●Begin with something
simple.
oExperience++
21. ● Big projects with little to no
room for mistakes and
innovation.
● Restricted by the market and
the publishers.
The real world
The reality of AAA game developers
22. ● Medium to small teams.
● Low budget.
o Kickstarter.
● Most of the times with not
steady incomes.
The real world
The reality of indie game developers
25. Things you will not likely
learn while studying
● Work under a deadline.
o Most of the times, simple
and hardcoded solutions
work better and are
cheaper than fully fledged,
correct solutions.
● Collaboration.
o Communities
Forums.
Stack Overflow
o You shouldn’t reinvent the
wheel.
The real world
VS the academy
Things you will not likely
learn in the real world
● Deep study of algorithms.
● State of the art solutions.
● "Only the best is good
enough." -LEGO
30. Development - Unity3D
Programming
●Scripting
oScripting engine based on Mono (open source
implementation of .NET).
oLanguages
UnityScript (Javascript on steroids)
C#
Boo (Python-like syntaxis)
●IDE
oMonoDevelop (default and bundled with Unity)
oVisual Studio support
32. Development - Unity3D
Plug-ins
● Usually written in C, C++, Objective-C, etc.
● Integration between Unity apps and third-party
software.
● For example:
oARToolKit for Unity: augmented reality.
oFingerGestures: detection of touch gestures.
oOpenCV: image processing.
35. Development - Unity3D
Version Control Systems
Tools that manage and keep track of the
changes made in a project.
●git
●mercurial
●subversion
●perforce
●visual sourcesafe (DON'T YOU DARE!)
36. Development - Unity3D
Version Control Systems
●github
●bitbucket
●google code
●source forge
●assembla
And there’s more!...
37. Development - Unity3D
What is Git?
A version control system (duh).
Designed by Linus Torvalds.
Why is it better than Mercurial or SVN?
39. ●Define a .gitignore file
●Configure the Unity project:
oEdit > Project Settings > Editor
Select “Meta files” under
Version Control Mode
Development - Unity3D
Unity+Git
More information available at:
http://bonusdisc.com/version-control-and-unity3d/
41. Conclusions &
Suggestions
●Blog
oShare your experiences.
oKeep a record of you’ve learnt.
●Work on your portfolio
oA blog can be useful to showcase it.
oTangible proof of your capabilities.
●Be part of the community.
oLearn from other people’s mistakes.
oA safe haven for friendly competition and
collaboration.
42. Conclusions &
More suggestions
●Keep yourself…
oOrganised.
Use project management tools.
oUpdated.
Computer science is a ever-growing field of
study.
oCurious.
Challenge your capabilities.
43. Conclusions &
Even more suggestions
●Brainstorm.
oMany solutions > one solution.
●Code
oPractice makes the master.
●Rest.
o"All work and no play makes Jack a dull boy."
oHave a life.
44. And there’s more!
Remember that...
…there’s people who is or has been in your
same situation.
…software development is an iterative
process.
…don’t expect to finish tomorrow what you
didn’t start today.
45. An announcement by yours truly
www.pctroll.me
@pctroll
Bonusdisc.com
@cchomiakm