Fra null til spilldesigner: hvordan du begynner å bygge videospill, selv om du ikke har noen erfaring

For 2 år siden var jeg bare 17 år gammel videregående student som ikke visste noe om koding. Men jeg presset meg frem uansett, og i løpet av få måneder publiserte jeg mitt første spill på Steam.

Nå har jeg laget over 10 spill for desktop, web og mobil, med over 1,9 millioner spill kombinert.

Uansett ferdighetsnivå, kan du lage et spill også. For 2 år siden trodde jeg det var umulig, men prøvde uansett. Det var vanskeligstting jeg noensinne har gjort. Men det var verdt det. Nå er jeg klar over at spillutvikling er som en hvilken som helst ferdighet - du blir bare bedre ved å gjøre, mislykkes og deretter forbedre.

Jeg lærte meg selv alt jeg vet. Og nå skal jeg lære deg.

For å lage et spill må du gå gjennom de 6 stadiene av spillutviklingen: Design. Kunst. Kode. Lyd. Pusse. Marked.

Resten av innlegget mitt vil strukturere hvert trinn i følgende:

  • ? En film jeg har kuratert fra mine og andres erfaringer.
  • ? R esources jeg har funnet mest nyttig.

1. Design?

Råd?

Du har en god ide. *

Men hvordan fanger du det skriftlig?

Alle vil ha sin egen måte å gjøre det best på. Noen lager designdokumenter på 60 sider. Andre, som meg, skriver en side med dårlig skrevet notater, uleselig for noen andre. Jeg vet ikke hva som er best for deg. Men jeg kan gi forslag til hva jeg skal skrive om :

  • Hook. Hva gjør spillideen din bra? For meg er dette det viktigste å skrive ned. Når du har fanget dette, kan du skrive ned de neste tre punktene mye lettere. Handler spillet ditt om noe tankevekkende? Skandaløst? Setter det en ny vri på en gammel klassiker? Eller gjør det noe som aldri har blitt gjort før?
  • Mekanikk. Hva gjør spilleren din? Og for hvilket formål? Dette er spillet ditt. Det kan være så enkelt som å trykke på QWOP for å flytte i spillet QWOP, å trykke på knapper for å chatte i Mystic Messenger, til massevis av nøkkelkombinasjoner i Dwarf Fortress.
  • Historie. Hvilken historie skal spillerne huske spillet ditt etter? Hvilke følelser skal de forlate spillet ditt med? Hvert spill har en historie. Hvis historien ikke er åpenbar, blir den skapt av spilleren. En historie kan opprettes fra det økende antallet i 2048, de stigende imperiene i sivilisasjonen og de stille samhandlingene i Monument Valley. Tenk på hvilken historie du finner i spillet ditt.
  • Humør. Hvilket inntrykk gjør spillet ditt? Hva er det visuelle? Lyd? Første inntrykk betyr noe. Første inntrykk vil hekte - så fortsette - spilleren som spiller. Kanskje du vil gi spillet ditt en retro-stemning med pikselgrafikk og chiptune-musikk. Eller et moderne, rent utseende med flate geometrier og instrumentaler.

* Har du vanskelig for å tenke på en idé? Kreativ blokk treffer oss alle.

  • Bli med på et spill hackathon / jam. Du og andre deltakere får i oppdrag å lage et spill på kort tid. Gjennom og etterpå vil du bli møtt med støtte fra andre papirstoppere. Og spenningen og kreativiteten under en syltetøy? Smittsom. Vet ikke hvor du skal komme i gang? Prøv Ludum Dare, en av de største syltetøyene.
  • Hold en liste over ideer. Jeg og andre utviklere jeg kjenner, noterer ideene våre. På den måten kan vi henvise til de gamle når vi går tom for nye.

Når musa treffer, stopp hva du gjør. Skriv den ideen ned. Neste gang kreativitet spøkelser, blir du ikke igjen og tar tak i sugerør.

Ressurser?

Alt nedenfor er prøvd og sant. (?) betyr at jeg bruker den for øyeblikket.

Ta notater:

  • Merknader for Mac (?)
  • Google Dokumenter (?)
  • Trello

Samarbeid (for lag):

  • Google Disk
  • GitHub (?). R tilsvarer git og Unity .gitignore.
  • Unity Collab. Enklest av de tre. Den gratis versjonen har begrensninger.

Heads up - Enhet er spillmotoren jeg bruker til å lage spill, så jeg skal nevne det hele tiden. Bruk gjerne en annen motor.

Spilldesign:

  • The Art of Game Design av Jesse Schell
  • Gamasutra

2. Kunst?

Råd?

Du har planlagt ideen din; gratulerer, det er utrolig! Nå kan du jobbe med selve spillet.

( Hvis du ikke vet hvordan du skal kode , foreslår jeg at du gjør trinn 3, Kode, før art. Du vil ikke lage kunst som du vil kaste bort senere fordi du ikke kan kode den inn.)

Vet ikke hvordan du tegner? Ikke bekymre deg. Alle kan lage noe vakkert med de 3 grunnleggende visuelle prinsippene: farge, form, rom.

UI

Tenk på hvordan du kan gjøre det unikt - ha et tydelig fargevalg, font (er), form (er) og ikon (er) - mens det er funksjonelt . Er den viktige informasjonen lesbar og åpenbar? Distraherer fargene / skriftene / ikonene i det hele tatt?

2D-animasjoner

Du har to alternativer:

  • Bilde for bilde. Tegn ut hver ramme av animasjonen. For dette bør du bruke sprite ark med TexturePacker (eller hvis du bruker Unity, Sprite Packer).
  • Benbasert. Tegn hvert animerte lem, og animer lemets posisjon, rotasjon og hva ikke i spillet. Kan være raskere, enklere og spare minne. Hvis du gjør 2D og bruker Unity, kan du prøve å redigere dreiepunktene til sprites eller Anima2D.

Diverse

Her er noen generelle diverse kunsttips som gjelder ikke bare kunst i spill, men også i annen programvare.

  • Tile patterned assets to create tiled images and save memory.
  • 9-patch/9-slice assets with unscalable borders but a scalable center to create scalable images and save memory.
  • Make the dimensions of each asset a multiple of 4or a power of 2 to save memory. Which one depends on how you’re compressing the assets.
  • If you’re using Photoshop, use “File > Export > Layers to Files” to quickly export each layer as a file (e.g. PNG, JPEG).

Resources ?

Creating UI:

  • Photoshop (?).
  • Sketch.

UI principles:

  • Google Material Design (?).
  • Apple’s UI Do’s and Don’ts.

Creating 2D assets:

  • Photoshop (?).
  • Gimp.
  • Paint Tool SAI. Good for smooth/anime styles.

Creating 3D assets:

  • Blender (?). Powerful but steep learning curve.
  • Maya. Good for animation.
  • Max. Good for rendering.

Free assets:

  • Behance (?). Fonts + icons + other designs.
  • KennyNL. HQ, game-ready UI/2D/3D art.
  • Open Game Dev Art. Large library of user-generated art.

Inspiration:

  • Dribbble. Designs from invite-only designers.
  • Behance (?). Designs from anyone with an account.
  • itch.io (?). Beautiful indie games.

3. Code ?

Advice?

Debug.Log(“Oh boy! Time to code!! ^_^”);

Your first step? Decide on a game engine and an IDE (Integrated Development Environment — basically, an app that lets you code). My recommended game engines+IDEs are in Resources below.

Your second step? Code.

Don’t know how to code? No worries. I got you. You can learn.

These CS fundamentals should be enough to start. (All code examples here are in C++, one of the main languages the Unity 3D game development framework uses.)

1) Data types and variables. At the root of all code is data. That data is stored in variables.You can declare a variable like this:

int i = 0;

Let’s break that down.

int is the data type. i is the variable name. And that = 0 assigns zero as the variable value.

So what’s this?

string s = "pusheen is best cat";

string is the data type. s is the variable name. And yep — you guessed it — “pusheen is best cat” is the variable value.

Some common data types: int and long are integers. float and double are decimal numbers. And string is any sentence. (Even an empty one — “”!)

Want to know more? Go through this and this.

2) If statements. If statements evaluate if a certain condition is true. If it is, run the code that’s inside the if statement:

if (true){ //true is always true! doThings(); //I'm inside the if statement's brackets; run me! }

If the condition isn’t true, we can evaluate other conditions with else if:

int i = 1; if (i == 0){ doThings(); } else if (i == 1){ doOtherThings(); //I'm gonna be run! }

Or, just run some other code with else:

int i = 60000; if (i == 0){ doThings(); } else { doOtherThings(); //I'm still gonna be run. }

3) For/while loops. While loops continue while a certain condition is still true, executing the same lines of code over and over again. When the condition is false, the while loop exits.

while (someBool == true){ //condition doThings(); //We'll keep doing things until someBool is false }

Think: how long does this while loop last?

while (true){ doThings(); }

For loops are basically while loops where:

int i = 0; while (i < condition){ doThings(); i++; //increment after doing things }

That’s equivalent to:

for (int i = 0; i < condition; i++){ doThings(); }

4) Basic data structures. So, we have data, and we ways to evaluate and manipulate that data. We can also store that data into some structure — a data structure. Data structures you should know are arrays, lists, queues, stacks, and sets.

Here’s a quick example of an array:

/* Say you have numbers 0 through 9 that you want to store somewhere. You can store it in an array! */ int[] arr = new int[10]; /* The [] brackets declare an array. We assign a new array to arr of size 10 - that means it can hold 10 elements. Arr now looks like this: arr = [ 0 0 0 0 0 0 0 0 0 0 ] */ for (int i=0; i<10; i++){ arr[i]=i; //We assign whatever i is to the the ith index of arr. //Did you know data structures' indices start at 0? ? } /* After the for loop, our array data structure should look like this! arr = [ 0 1 2 3 4 5 6 7 8 9 ] */

To solidify your knowledge of 2–4, go through this.

5) Functions and exceptions. Functions are basically a small line of code describing a big bunch of code. For example, if you call:

EatBread();

And EatBread() looks like:

void EatBread(){ //<---this is a function. breadAte=true; printf("I CAN FEEL THE CARBS COURSING THROUGH MY BODY"); }

Then the call to EatBread() is actually a call to the two statements within the EatBread() function.

If you do something bad in your code, an exception might get thrown. They’re angry red errors there to tell you, hey, back up, what you did right there just ain’t ‘workin out logically. Go revise it.

To learn more about functions, go here; for exceptions, go here.

Then, there’re other things you should know:

6) Language. What language are you going to code in? C++? Javascript? C#? Every language is written somewhat differently and can let you do different things.

7) API (Application Programming Interface). Once you know the basics, you’ll have to learn the specific API of your game engine. APIs are essentially a bunch of powerful tools wrapped in simple classes and functions that you can call. APIs make life easier. Way easier.

Lastly:

8) Look at an example project in your chosen game engine. Unreal and Unity both have a ton of free example projects. This’ll let you discover how everything comes together. Plus, you can build your game idea off of the project. (I built my first game off of Corgi Engine.)

if (you.getThisFar()==true){ veryProud=true; you.didIt(); //CURRENT MOOD: THE SH⭐⭐KEST ??? }

A word of encouragement: I know. Coding is scary at first. Nothing makes sense, you’re hitting constant roadblocks, and you might want to quit in the face of failures and exceptions. It doesn’t mean you’re bad at coding. Coding is challenging. It’s understandable to feel incompetent at first.

But it just takes time, like any other skill. It’ll get easier. And it’ll get fun (at least, it did for me).

Important game programming concepts:

  • Object orientation.Makes programming feel more natural.
  • Naming conventions.Name your classes, methods, and variables as something that obviously conveys its purpose. For instance, a melee attack function should be named meleeAttack(), not mA() or protecbutalsoattac(). You (and others who read your code) should know what’s going on.
  • Decomposition.Put code that repeats itself into a separate function. Call that function instead of duplicating the repeatable code.
  • Singleton design pattern. Allows data that a lot of things need to be stored in one place.
  • Static avoidance. Beyond singletons, I’d avoid making static variables— their lifetime is the game’s lifetime, they’re slower, and they can have unexpected behaviors in the editor.
  • Observer design pattern. Allows things that must happen depending on another thing to not waste the computer’s time checking that other thing.

Important Unity-specific things:

  • Coroutines.IEnumerators and Coroutines allow you to start doing things, continue doing things until some time has passed, then stop. I use them all the time: for bursts of visual effects; for lerping movement; for waiting for a scene to load before grabbing the scene’s objects.
  • ScriptableObject.These contain data with less overhead than MonoBehaviors.

Resources ?

Game engines:

  • Make your own. Requires C/C++. Low level. Really, really low.
  • Unity (?). 2D/3D. Requires Javascript/C#. Mid-level. Cross-platform.
  • Unreal Engine. 2D/3D. Requires C++. Mid-level. Cross-platform. Notes: 2D support is not great.
  • pixi.js (?). 2D. Requires Javascript. Mid-level. Web.
  • GameMaker Studio. 2D/3D. Requires GML. Beginner level. Cross-platform.
  • Corona. 2D. Requires Lua. Beginner level. Cross-platform.

IDEs:

  • Visual Studio Code (?). For MacOS. Gives me no lag and has awesome, VSCode-exclusive features (such as inline reference info, quick navigation (⌘T)).
  • Visual Studio (?). For Windows.
  • MonoDevelop. Comes with Unity. Tends to lag.

Free Unity assets:

For Unity finnes det mange gratis eiendeler på Unity Asset Store, GitHub, bitbucket og andre nettsteder. Jeg bruker minst 2 i hvert prosjekt. Gjør livet ditt lettere med eiendeler, men innsett at de ikke er perfekte. Hvis du oppdager feil, ikke nøl med å fikse dem og / eller pinge utviklerne.

  • TextMeshPro (?).
  • LeanTween (?).
  • Sopp.
  • Corgi motor.
  • Dialogsystem.
  • Etterbehandlingsstabel.
  • Keijiro Takahashi. Jobber hos Unity. Har fantastiske visuelle effekter-prosjekter med åpen kildekode!
Sist men ikke minst, min # 1 løsning for kodingsproblemer: Google!

4. Lyd?

Råd?

Først: Vil du ha lyd?

Lyd kan gjøre underverker for fordypning og stemning. Men det kan koste minne.

Hvis svaret er ja, hvilken lyd?

Vil du inkludere musikk ? Lydeffekter ? Voiceovers eller fortelling ?

For noe av det ovennevnte, ta opp og bland dem på en måte som samsvarer med spillets humør . For eksempel bruker Bastion organiske munn- og instrumentlyder, som samsvarer med spillverdenen. Crypt of the Necrodancer bruker en blanding av elektroniske beats og chiptune rock for å matche det fargerike, rytmiske spillet.

"Nedsenking er konge."

-Darren Korb, Supergiant Games

Hvis lyden din ikke samsvarer med spillets stemning, kan det forringe nedsenking. Hvordan vil din lyd matche spillet?

Ressurser?

Lydverktøy:

  • Logic Pro. 200 dollar. Bare MacOS.
  • FL Studio (?). $ 99–899. Har gratis demo.
  • Reaper. $60–225.
  • Audacity (?). Free. Limited capabilities. Useful for cleaning audio.

Retro sound effect generators:

  • Chiptone.
  • Bfxr.
  • Leshy SFMaker.
  • as3sfxr.

Free sounds:

  • Soundcloud (?). Soundcloud has a ton of gorgeous gems under Creative Commons (CC). Here’s a playlist to get started. Make sure to provide attribution if needed.
  • Incompetech (?). CC music. Must attribute.
  • Bensound. CC music. Must attribute.

5. Polish ?

Advice?

Hey! You’re here! You made it; that’s absolutely incredible (I’m serious, if you get this far, I’d love to hear about your game; hit me up)!

You’re done.. right?

Well. There’s a 99.99999% chance there’re bugs.

It’s time to bug test.

Bug testing your game

  1. Get others — not you — to play it. Preferably in front of you, because if they encounter a bug, they might not realize or have a hard time describing it.
  2. Play it on all targeted platforms. It may work in the editor, but does it work where it matters? For Linux and the different versions of Android especially, I find that things get a little wonky.

Alright. You’ve found a bug. What now?

  1. Check the console for exceptions. Found one? Great! Find the file and line number where the exception was thrown. If the exception sounds like something from Mars, Google it and learn about it. Then figure out why that line number is throwing that exception.
  2. Still can’t figure it out? Write to console. Start tossing in them log statements in the place(s) you think is causing you trouble. Print variable values, and see whether what’s printed is what’s expected. If not, fix that.
  3. When worse comes to worse, check logs. The logs of your project will give you way more info than the console. Read the last lines where the exception occurred. Google anything you don’t know. Can you fix it now?
  4. Sleep. It’ll get fixed in the morning. This is just a bad dream. Right? ?

Common errors

  • NullReferenceException.
var.doThing(); //throws NullReferenceException: Object reference not set to an instance of an object

Problem: You’re doing a thing on a null (nonexistent) variable.

Quick fix: Check if the variable is null before doing the thing.

if(var != null) { var.doThing(); // do the thing safely! }
  • SyntaxErrorException.

Problem: Your code has invalid syntax.

Quick fix: In the Exception message, it should tell you what character is throwing the error. Change that character.

Note: If the character is a double quote, make sure you’re using dumb quotes instead of smart quotes:

" //dumb quote ” //smart quote. I promise these'll give you trouble at some point in your life. ?
  • Pink or black screen.

Possible problem: Some shader can’t render.

Possible causes: You’re using a 3D shader for a 2D game. Or, you’re using some shader feature unsupported by the target OS. Be sure to use mobile shaders for mobile games.

After you’re done debugging, polish your game off by optimizing its memory usage and performance. This’ll make it download faster and heat up people’s devices less.

General optimization tips

  • Set the target frame rate. The frame rate could be 20 for a visual novel or 60 for a first-person shooter. A lower than default target frame rate allows the game to spend less time rendering frames.
  • Animation / particles / occlusion culling. Culling means that things invisible to the camera aren’t rendered. Characters’ll only animate, particles’ll only update, and 3D models will only be rendered when in view.
  • Compress textures and audio. Crunch compress textures. Stream music and decompress sound effects on load. Decrease the audio quality. Note that compression may or may not decrease the quality of assets noticeably.
  • Object pooling. Avoid instantiating and destroying many objects at once to prevent huge spikes. Instead, object pool them in a List, Queue, or other data structure. Things like bullets should be object pooled.
  • Don’t let raycasts hit things that don’t need input.Raycasts are like little rays that shoot from your fingers or mouse everytime you tap or click. Remove objects that don’t react to those inputs from raycast calculations.

If you’re up for a challenge:

  • Optimize shaders. Give each renderer a material. This’ll save resources in the beginning since the game doesn’t have to create new materials for everything. Have the shader for the material only include what’s functionally needed (for example, a button that doesn’t need masking can use a Sprite shader instead).
  • In Unity, Use AssetBundles instead of Resources. AssetBundles will save memory by pulling from online (e.g. dropbox) or local storage (e.g. hard disk). I haven’t tried too much due to the poor documentation, though.

Resources ?

All of these are from Unity but can be applicable to other engines.

Scripts:

  • Optimizing scripts in Unity games (?)

Art:

  • A guide to optimizing Unity UI (?)
  • Art Asset best practice guide (?)

Memory:

  • Reducing the file size of your build (?)
  • Memory

Platform-specific:

  • Practical guide to optimization for mobiles (?)
  • WebGL performance considerations (?)
  • Memory Considerations when targeting WebGL (?)
  • Olly’s seven stages of optimizations for mobile VR

6. Market ?

Advice?

Congrats! ?? You’ve made something. It’s time to show the world what you’ve made.

Personlig er markedsføring det mest angstfremkallende stadiet. Hvis du også blir tvilende, er spillutviklerfellesskapet nyttig. Du er ikke alene om dette. Og du har kommet så langt - kan like godt komme gjennom til slutt, ikke sant?

Du vet aldri om det blir en hit med mindre du prøver.
  1. Utkast. Lag utkast til spillsiden din på alle dine målrettede plattformer for distribusjon av spill. Finn en liste over plattformer i Resources nedenfor.
  2. Nettverk. Hvis du går hele nettverksmilen, vil dusende spillpress via e-post , vise frem på festivaler og delta på konferanser .

With game press, email your unlisted game page a week before release. Give people some time to write about it. It’s likely they won’t write about it at all. I’ve found that press loves a compelling developer story, unique/controversial concept, and, most importantly, a presskit.

How do you find emails? You can..

  1. Find writers you like and Google their name. Their email is bound to come up somewhere: Twitter, LinkedIn, etc. Or..
  2. Find the magazine/new’s company-wide email on their About page. It’s usually in the format of [email protected]

Do not email press about your game if they explicitly don’t cover your genre/targeted platform.

Festivals can get you awards and/or professional recognition by other developers and press.

Conferencesare what you make of it: they can be all about networking with other developers, companies, and press (go get them business cards!); updating your latest game dev know-how; playing others’ games; or meeting up with internet friends.

Game conference tickets are expensive. If you’re a student, think about applying for scholarships for them. The IGDA Scholars program gives you some especially amazing networking and event opportunities.

3. Youtubers/Streamers. You can get video coverage of your game by:

  1. Ranking high on game distribution platforms.
  2. Emailing. If you email, don’t talk about yourself; talk about the game. Keep it sweet, short, and compelling. Use eye-catching photos and gifs.

How do you find emails? Look at their About page. If you can’t find it there, Google them and see if their other social media have it.

4. Social media.

Social media is an amazing marketing tool. Agar.io found its rise from 4chan, Butterfly Soup got mad boosts from Twitter, and some form of social media always ends up in my top 4 referrers:

My favorite social media platforms for marketing are in Resources below.

A last note Publisher or self-publish? Game marketing is a lot. Do you want a publisher to take care of all that? Want to go the Hotline Miami x Devolver Digital route, or rely on Farmville and Doki Doki Literature Club’s word-of-mouth?

With a publisher, you’ll have to do your research to find a good one. After, you’ll sign paperwork and go through legal hoops. Plus, it’s a huge financial investment.

By yourself, you’ll have to put a lot of time and effort into learning marketing. You may love it. You may hate it. And you might not do a great job of it, either. But it’s free, and you learn valuable skills.

For me, I’ll always self-publish. I love learning new things. Also, I firmly believe that a truly great game will succeed no matter what, as long as some marketing effort was put.

6. Hit that Publish button!

??Yooo, you DID it!! ?Now relax, sit back, grab a yummy drink, and take some time for yourself! You’ve worked so hard. You deserve it.

And remember that, even if your game doesn’t get the reception you expected, that’s ok. It’s not gonna be perfect your first time. My first game on Steam only has 255 downloads.

The facts are, you made a game. You learned so much. That’s enough.

And there’s always a next time!

Resources ?

Game distribution platforms:

  • Steam (?). PC. Requires $100 USD fee per game.
  • Origin. PC.
  • GOG. PC. Free to publish. Game must get accepted.
  • Mac App Store. MacOS. Requires Apple Developer account.
  • itch.io (?). PC/Web. Free to publish.
  • Game Jolt (?). PC/Web. Free to publish.
  • Armor Games (?). Free to publish. Must apply to be a developer.
  • Kongregate (?). Web. Free to publish.
  • Newgrounds (?). Web. Free to publish.
  • GitHub (?). Web. Free to publish on your own site with domain name formatted as “___.github.io”.
  • Amazon. Web/Mobile. Free to publish.
  • Google Play (?). Mobile. Requires one-time $25 USD fee.
  • iOS App Store (?). Mobile. Requires Apple Developer account.

Game press:

  • IndieGames.
  • Siliconera.
  • FreeGamesPlanet. Super nice admin.
  • PCGamer.
  • Kotaku.
  • Rock Paper Shotgun.
  • Polygon.
  • Giant Bomb.
  • EuroGamer.

Game festivals:

  • Independent Games Festival (IGF). Deadline around October.
  • Indiecade. Deadline around May/June.
  • Swedish Game Awards. Deadline around July.
  • South by Southwest Festival (SXSW). Deadline around December.
  • The Game Awards. Deadline around November.

Game conferences:

  • Game Developer’s Conference (GDC). San Francisco.
  • Penny Arcade Expo (PAX). Seattle/Boston/Philadelphia/Melbourne.
  • Electronic Entertainment Expo (E3). Los Angeles.
  • Tokyo Game Show. Japan.
  • Steam Dev Days. Seattle. For Steam developers only.

Emailing:

  • presskit()

Social media:

  • reddit (?). Pick an appropriate subreddit. Some of my favorites are /r/WebGames,/r/IndieGaming/, and /r/visualnovels.
  • Facebook (?). Post on your Facebook Page (if you have one) and personal facebook (if you’re comfortable). There’s also tons of Facebook Groups where you can show off your game! Here’s some:

GameDev Show and Test

Welcome to GameDev Show and Test - a sister group to the Indie Game developer groups. The purpose of this group is to…

Indie Game Developers

Independent Game Developers group for small companies and individuals designing and publishing their own games. **READ…

Indie Game Promo

Indie Game Promo has 47,645 members. Sister group to Indie Game Dev and Indie Game Chat for the purpose of promoting…

  • Tumblr (?).
  • Twitter (?). Try using tags like #gamedev, #indiedev, and #screenshotsaturday to get discovered.

Community:

  • /r/gamedev (?).
  • Ludum Dare (?).
  • Indie Game Devs (?).

Conclusion

Det er ingen juksekode å lage et spill. Det er bare mye besluttsomhet og innsats.

"Bak hvert halveringstid, Minecraft og Uncharted, er det OCEANS av blod, svette og tårer."

- Ken Levine

Du blir forvirret. Du vil gjøre feil. Du kan til og med gråte (jeg gjorde — og gjør fortsatt).

Men det er greit. Det betyr at du vokser. Hvis du legger ned så mye innsats, tror jeg på deg og spillet ditt: Du kan gjøre det.

Hvis du likte å lese den første artikkelen min, må du sørge for å gi en? (Eller flere - visste du at du kan gi mer enn en?) Det ville bety verden?

Du kan også følge / DM meg på Twitter, Tumblr og GitHub, og kjøpe meg en kaffe hvis du ønsker det.