2 answers
Asked
970 views
In gaming design, what is the usual process that someone coding the game goes through while testing scripts and etc.?
I am looking into taking up classes for coding and interested in game design, I would like to participate in the gaming design community, but I'm not sure where I would fit in. I would like to know or have an idea of how this works so I can better understand what I would like to do. #software-engineer #gaming-industry
Login to comment
2 answers
Updated
Marco’s Answer
Mark - there are many answers and I'd like to use a game metaphor to help explain.
First, you'll need skills you build by study and practice. This could be school or projects you work on your own, but you'll learn about tools, techniques, theory, and more.
Next, the work/job part will be required to deliver enough of the game to help the company make revenue to cover the costs. This means your teams will be governed by plans and requirements that set the objectives of the game. You and your team will write the code to meet these requirements, and plan using modern development techniques. All along the way you'll need to test and prove the game works as other members of your team ensure this game can perform. There is a lot of trial-and-error or wash-rinse-repeat cycles. Many tools and disciplines are related, and you cannot become the master of all of them so you work with people specialized in different disciplines. The trick for people to solve is - where do I, or where can I fit in?
The game metaphor I'll use are the crafting trees in games where you need to assemble a bunch of different materials to build more complex structures. A tree and metal become wood and nails for a table. The table is where you make food or build more complex machines, and so on. Also related are technology trees where you get one or more skills or technologies in order to move up. For example, in a builder game you learn about stone work, and then iron work, and then advance to steel, nuclear science, and then fusion.
Game design requires both its form of crafting tables and technology trees. Once you do some of the fundamentals, you can appreciate the downstream possibilities and that helps you figure out where you can fit in.
Hope this helps.
First, you'll need skills you build by study and practice. This could be school or projects you work on your own, but you'll learn about tools, techniques, theory, and more.
Next, the work/job part will be required to deliver enough of the game to help the company make revenue to cover the costs. This means your teams will be governed by plans and requirements that set the objectives of the game. You and your team will write the code to meet these requirements, and plan using modern development techniques. All along the way you'll need to test and prove the game works as other members of your team ensure this game can perform. There is a lot of trial-and-error or wash-rinse-repeat cycles. Many tools and disciplines are related, and you cannot become the master of all of them so you work with people specialized in different disciplines. The trick for people to solve is - where do I, or where can I fit in?
The game metaphor I'll use are the crafting trees in games where you need to assemble a bunch of different materials to build more complex structures. A tree and metal become wood and nails for a table. The table is where you make food or build more complex machines, and so on. Also related are technology trees where you get one or more skills or technologies in order to move up. For example, in a builder game you learn about stone work, and then iron work, and then advance to steel, nuclear science, and then fusion.
Game design requires both its form of crafting tables and technology trees. Once you do some of the fundamentals, you can appreciate the downstream possibilities and that helps you figure out where you can fit in.
Hope this helps.