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GH33DA
08-31-2005, 12:00 AM
I got invovled in game developement a few years ago in college. We convinced our department chair to let us do a Q3 mod for a couple credit hours. I did some 2D and 3D artwork and some GUI programming for the mod. I've been into it ever since. Right or wrong, here's my thoughts so far:



Programming

Learn C++ first. Classes are best, I'd take both a basic C++ class and a structures class. But, there are some excellent resources on the web that teach C++.

3D BUZZ (http://www.3dbuzz.com/) I highy recommend thier C++ VTM series. It's $150 for the whole series. But, you cam become a member sponser for a monthly fee and download whatever you want.

GameDev.net (http://www.gamedev.net/) Lots of helpful posts, tutorials and articles archived for game programming. Check out the "for beginners" section.

If you've had some C++ trainning,

Tricks of the Windows Game Programming Gurus (http://www.amazon.com/exec/obidos/ASIN/0672323699/102-0170371-6829719) and Tricks of the 3D Game Programming Gurus (http://www.amazon.com/exec/obidos/tg/detail/-/0672318350/ref=pd_bxgy_text_1/102-0170371-6829719?v=glance&s=books&st=*) are great if you want to learn how to write your own 2D and 3D game from scratch.

Torque (http://www.garagegames.com/mg/projects/tge/) and the book 3D Game Programming All In One (http://www.amazon.com/exec/obidos/ASIN/159200136X/garagegamescom/102-0170371-6829719) still allows you to make your own games. But, it avoids the hassle of making your own engine. Now, if you're fast, the book does have a 30 day trial of Torque included. But, even if you finish it in 30 days, you'll still want to edit your game longer.

BTW - All these things I've mentioned, I own. Except for the VTMs I had them when they where free and I deleted them to gain some space. I know...I'll kick myself for you. :banghead:



3D Art

I only know 3ds max (http://www.autodesk.com/3dsmax), so, I can't really speak first hand for Maya. I have it, I just don't use it much since it's easier for me to use 3ds max since I know it. So, everything here will invovle 3ds max.

The first thing I did was follow tutorials at Polycount (http://www.planetquake.com/polycount/resources/index.shtml).

Then, I read the Paul Steed books Modeling a Character in 3DS Max (http://www.amazon.com/exec/obidos/tg/detail/-/1556228155/102-0170371-6829719?v=glance) and Animating Real-Time Game Characters (http://www.amazon.com/exec/obidos/ASIN/1584502703/102-0170371-6829719).

I also downloaded a few of the VTMS from 3D BUZZ (http://www.3dbuzz.com/). Again, they were free at the time. But, I doubt I still have them. :banghead:



One more option is the DVD version of UT2K4! The second DVD is video tutorials, by the 3D BUZZ crew, on how to make art and program a UT2K4 mod. All the tools you need are included with the purchase. Yes, I own this as well.

If anyone has any questions on this stuff feel free to ask them here, or if you feel embrassed, just PM me, I'll post it and leave out the name.

eswat
09-02-2005, 02:16 PM
EDIT: Before you start off with 3d modeling, take a look at this (http://leigh.cgcommunity.com/pdf/beginnerguide.pdf) first

More .pdfs from Leigh here (http://leigh.cgcommunity.com/tutorials.htm) (texturing/photoshop)

Heres some stuff for Maya (http://www.alias.com/glb/eng/products-services/family_details.jsp?familyId=3900009) users
Note: Drawing really helps with 3d modelling, but its not a necessity.

If you never tried Maya out, get the Maya PLE (http://www.alias.com/glb/eng/products-services/product_details.jsp;jsessionid=TNSOSFQUM4PX5QCLCWS SM44AJMK0IJVC?productId=1900003).

Alias Community (http://www.alias.com/glb/eng/community/home.jsp) Bunch of tutorials, interviews, and a couple forums here. Need bronze membership (free) to get some of the material.
Gnomon (http://www.gnomon3d.com) A digital/analog school in cali, but they also sell dvds and online vids for dev. with Maya and other progs (for 3d apps they only provide for Maya and Zbrush)

More for general 3d.
CGTalk (http://www.cgtalk.com) A CG forum I mentioned already, but great resource/place to get your work c&c
3D-Palace (http://www.3d-palace.com) Video tutorials and timelapses (note: they just redid their site and I can't find any vids on there now, but I'll leave the link anyway)

If your going to be doing character modelling, read this Figure Drawing book by Andrew Loomis (http://d538518.u320.bigcrawler.com/FigureDrawing/figure.htm)

Blackwolf
09-02-2005, 02:44 PM
My biggest problem is that I am no artist. I cannot draw worth a crap. I cannot do 3D modelling worth a crap. I don't have the patience for it. The only way I was able to finish my one complete game is because it was a card game and I had clip art that had all 52 cards and backs. :>

One thing that I want to stress to anyone wanting to really get into game development - finish what you start. I'd be rich if I had a nickel for every time I heard this from people when asked how people can get in the game industry. The design is the fun part. The initial coding is the fun part. The first 90% is the fun part. It's that last 10% - bugfixing, documentation, INSTALLATION CREATION, that most people balk at.

That and people will just get bored if it's a hobby project. They'll move on to something else, especially if they're gamers and believe they have ADD. How many people do you know have "started" making their own games? Now, how many of those people actually FINISHED making that game and have packaged it up (even if it's freeware) for others?

GH33DA
09-02-2005, 05:12 PM
Hmmm...

Mr Elusive meet Blackwolf. Blackwolf meet Mr. Elusive. *cough* collab *cough*

Blackwolf
09-02-2005, 05:54 PM
Hmmm...

Mr Elusive meet Blackwolf. Blackwolf meet Mr. Elusive. *cough* collab *cough*

My personal problem is that I just don't work well with online collaborations of that scale. Probably because of how I work at my day job.

eswat
10-09-2005, 01:49 PM
Don't know why I haven't mentioned this site yet, but it's a good resource for both modeling/texturing and has some articles that would benefit other designers.

So Poop In My Mouth (http://poopinmymouth.com)

GoldenEye 007
12-27-2005, 11:57 AM
Hmmm... I've been taking programming classes in High school for the last 3 years. I started with C++, then for some reason they switch to Java for programming 2 and Computer Science AP. I really dislike Java for some unknown reason... I'm off to college next year, and I plan on actually practicing C++ outside of school so I can learn more of it leading up to entering my Computer Science major at UCF.

eswat
12-28-2005, 09:48 AM
I felt the same way when I moved to using Java instead of C++ when I went to uni, but because it's cross-platform friendly and is already being used as the primary language for companies to develop their tools with, instead of C++, it makes sense to learn it.

Blank
01-20-2006, 11:12 PM
My personal problem is that I just don't work well with online collaborations of that scale. Probably because of how I work at my day job.

Personally, it seems damn near impossible to do an online team.

GH33DA
05-17-2006, 09:12 AM
Personally, it seems damn near impossible to do an online team.

You're going to have to look in more "serious" forums. If you want more "serious" developers.

You want concept artists?
www.conceptart.org (davi, who posts here, is a mod there. He's also on IRC at #allgames.com sometimes)

You want game programmers?
www.gamedev.net

These are just examples. The Torque (www.garagegames.com) forums are also a good hunting spot, you can even start a game dev project and post want ads.

TheFoxHound
10-04-2006, 04:12 PM
Sloperama.com/advice.html - Offers great game industry advice. (Prepare to read a lot, though).
Igda.org - Their boards have a lot of great information on them, and on the site there are some interesting articles.
Gamasutra.com - Such a wealth of various information. A site you really should check out.
Gameinnovation.org - Archive of innovations in video games.
http://www.usnews.com/usnews/edu/college/rankings/rankindex_brief.php - A list of ranked colleges (not that you should go off of rankings, of course).
Collegeconfidential.com - Good source of college information. The boards have a lot of information too.
Collegeboard.com - Another good source of college info'. They have a feature that lets you compare up to 3 colleges side-by-side and look at their statistics and details which is nice.
Guildhall.smu.edu - Offers a certificate and master's degree in game design (really worth looking at this one).
Gamedevmap.com - Map of where different video game developers, publishers and organizations are located.

Figured the above may be of some help to members here.

Xenocore
10-05-2006, 02:34 PM
I can vouch for Blackwolf about team building here. While I was still at UAT, it was hard to find dedicated people for your project, let alone get something done. If you still have to worry about bills, family, or something real world that can pull your focus away, you may have trouble with that project.

Of course, another good rule is

If using an existing engine, use one that does not get patched every month.

We were building a game using Neverwinter Nights at the turn of the millenium. Had a custom made dragon in the game, custom scripts, the level design was great. But everytime Bioware made a patch, it broke ALL of our scripts. We had to recode everything. By the time the work was done, we realized we couldnt use this project for our demo reels since it was not working on its own. Very aggravating. So my dungeon from hell will never be seen. Such is life i guess. So i have surrendered on my dream to be in the industry for the moment. Maybe i will never realise it, but thats life for you as well. :(

But at least i have one published work. Richterm's Retreat. I was one of the founding level designers for that Persistent World server. Got kudos in an interview with Richterm. Long live DM Earth Mother

Blank
10-25-2006, 12:34 PM
I can vouch for Blackwolf about team building here. While I was still at UAT, it was hard to find dedicated people for your project, let alone get something done. If you still have to worry about bills, family, or something real world that can pull your focus away, you may have trouble with that project.

Of course, another good rule is

If using an existing engine, use one that does not get patched every month.

We were building a game using Neverwinter Nights at the turn of the millenium. Had a custom made dragon in the game, custom scripts, the level design was great. But everytime Bioware made a patch, it broke ALL of our scripts. We had to recode everything. By the time the work was done, we realized we couldnt use this project for our demo reels since it was not working on its own. Very aggravating. So my dungeon from hell will never be seen. Such is life i guess. So i have surrendered on my dream to be in the industry for the moment. Maybe i will never realise it, but thats life for you as well. :(

But at least i have one published work. Richterm's Retreat. I was one of the founding level designers for that Persistent World server. Got kudos in an interview with Richterm. Long live DM Earth Mother

When were you attending UAT? I was there for a year before I transferred, the college was garbage.