Game Development Community

What I need to learn

by Jared Reno · in Game Design and Creative Issues · 06/19/2007 (9:30 pm) · 12 replies

As ive said in my other posts, I am in a game design class. This only teaches building levels. (models, textures, placement, making the level itself) Now thats good and all but to make it in this industry do I need to learn more? Im not building character models or scripting at all, just building models and applying textures (my own or torques) and the occasional partical effect but is that enough? This is a career I'd love to be in when Im older and Id like to be prepared for it so its good to know what I need to learn.

Thanks for the info

#1
06/28/2007 (9:57 am)
It depends on what aspect of game design you want to go into. It sounds like the class that you are taking is just level design. Every designer that I know uses some form of scripting to go along with the tools that they use, primarily a form of C scripting, LUA or Python would be a good place to start, though I just talked to a friend of mine who was telling me that there has been high demand for people who know Action Script as well.
As for other parts of design, I do alot of documentation work and find that it is necessary to know how to document well. Alot of people don't realize the importance for good documentation and need to have said doc be used by artist, programmers, producers, etc.

What part of design are you looking at getting into?
#2
06/28/2007 (10:17 am)
Personally I think everyone working on a game should know every aspect. At least to some degree. Even if you're only doing art assets you still need to know how the programmer is going to use them. It helps especially when you're discussing things to know what they are talking about. You don't need to learn programming but it would help.

Now if you are interested in coding learn C++ (you can learn this online for free, or take a class), and if your interested in working in torque learn torque script (there's books and docs available). For 3d: Lightwave3d, 3dsmax, maya, blender (free), modo, softimage, milkshape (cheap), and many others. For 2d graphics: photoshop, gimp, etc. For actual 3d engine stuff you can learn directX, opengl, networking, particle systems, shaders (render monkey, cg toolkit, etc) HLSL, etc.. lots to learn there. You can download the directX SDK and do the tutorials that are included. And you can download the free c++ or c# compilers visual c++/c# express editions. Then there's what you were doing (level design) and download constructor, worldcraft, etc.. I'm sure I left out tons... =)
#3
06/28/2007 (11:56 am)
Well I love building levels. I wouldnt mid building characters and weapons for the levels either. I just ordered 3d game programming all in one which I think is just torque script (which is fine for now). Since theres a high demand for action scripting Ill try to learn that (but dont know where or how). Where can I find the free C++ learning tools? BTW is animation scripted or drawn? (do I script commands to tell it where to move or and this is a bad example but would I draw a line and it will follow along that line) I know all that is jumbled up and sorry for that its just that for some reason I cant organize my thoughts today. Thanks for the info guys.
#4
06/28/2007 (12:03 pm)
You animate in a 3d program like blender or 3dsmax, lightwave3D, etc. Then you define the animations in a script for use in the engine. Movement is done using scripts and the engine. Things like a player running or jumping is coded in the engine and implemented in script. Hope this makes sense.

That book is good I hear and I think it covers more than just script, but I'm not sure (I haven't read it).
#5
06/28/2007 (12:44 pm)
Like in blender I tell it how it moves but i need to script how it happens (press of a key or whatever)

and thanks I ordered GPGT and found out its no longer that useful so luckily I cancelled the order in time and ordered the 3d game programing all in one second edition.
#6
06/28/2007 (12:51 pm)
Quote:
and thanks I ordered GPGT and found out its no longer that useful so luckily I cancelled the order in time and ordered the 3d game programing all in one second edition.

....not sure where that impression came from, but GPGT is an excellent reference guide, with very useful walkthroughs and discussions.

GPGT and the 3d game programming series are by different authors and cover different topics and/or use different techniques, but neither is "no longer that useful"...it just depends on what you are looking for.
#7
06/28/2007 (1:08 pm)
On the forums I see that
A) It is no longer being updated per engine update
B) Some of the example scripts dont work
C)People say its useless.

So thats what Im basing it off of.
#8
06/28/2007 (1:21 pm)
Negative. I love GPGT, and I wish now that I told you that earlier... :( It is a great book and I use it all the time for tgea, and tge.
#9
06/28/2007 (1:26 pm)
It's far from useless, but if you do not care to learn how Torque works, then that's your prerogative.

For an example of it which targeted the 1.2 version of the engine, take a look at the Essential Guide to Torque on the TGE page.

Any script changes should be rather marginal. Edward has errata on his Hall of Worlds site.

Ken Finney's books are good, too, though. But you will find version similarities between the scripting changes and enhancements with TGE regardless.
#10
06/28/2007 (2:10 pm)
Well I also see on the forums that Finney's book gets into the engine coding and crap like that and GPGT doesnt. Look if you say its still good then good. Since I have no clue I have to go by what the posters say. I hear it is a good refrence book to own so maybe sometime in the future Ill go buy it. And what do you mean I dont want to learn how torque works? I do want to know and hell even the reviews I read for it say it tells you how it works.
#11
06/28/2007 (2:47 pm)
Both of Ken's books target TorqueScript not the engine source. The new GPGT book that Edward is working on hits the source. Ken's probably working on a book too. That's what authors do. There's not currently a book that covers the source code of the book. Ken's second book includes some resources compiled into TGE to give examples of some of the more complex things that you can do. It's been a while since I read them, but I don't remember engine coding. Just lots of great TorqueScript.

But it really comes down to style. You should do okay with either book. But GPGT is far from useless. It is extremely useful in the right hands.
#12
06/28/2007 (3:16 pm)
Well my hands aint right just yet. If you say its good then Ill get it after I learned from the one I ordered. Sorry I called it useless I just hope you see where that came from. Thanks for the help btw.