Do zero ao designer de jogos: como começar a construir videogames mesmo se você não tiver nenhuma experiência

2 anos atrás, eu era apenas um estudante de ensino médio de 17 anos que não sabia nada sobre programação. Mas eu fui em frente mesmo assim, e em alguns meses publiquei meu primeiro jogo no Steam.

Agora, fiz mais de 10 jogos para desktop, web e celular, com mais de 1,9 milhão de jogadas combinadas.

Não importa o seu nível de habilidade, você também pode criar um jogo. 2 anos atrás, eu achava que era impossível, mas tentei mesmo assim. Foi o mais dificilcoisa que eu já fiz. Mas valeu a pena. Agora, eu percebo que o desenvolvimento de jogos é como qualquer habilidade - você só melhora fazendo, falhando e então melhorando.

Aprendi tudo o que sei. E agora vou te ensinar.

Para fazer um jogo, você deve passar pelos 6 estágios de desenvolvimento do jogo: Design. Arte. Código. Áudio. Polonês. Mercado.

O restante da minha postagem estruturará cada estágio da seguinte forma:

  • “Um dvice que eu cursei de experiências minhas e de outras pessoas.
  • ? R esources que achei mais úteis.

1. Design?

Adendo?

Você tem uma ótima ideia. *

Mas como você o captura por escrito?

Todos terão sua própria maneira de fazer isso da melhor maneira. Alguns compõem documentos de design de 60 páginas. Outros, como eu, escrevem uma página de notas mal escritas, ilegíveis para qualquer outra pessoa. Não sei o que é melhor para você. Mas posso dar sugestões sobre o que escrever :

  • Gancho. O que torna sua ideia de jogo ótima? Para mim, é o mais importante a anotar. Depois de capturar isso, você pode escrever os próximos três pontos com muito mais facilidade. O seu jogo é sobre algo instigante? Escandaloso? É um novo toque de um velho clássico? Ou está fazendo algo que nunca foi feito antes?
  • Mecânica. O que o seu jogador faz? E com que propósito? Esta é a sua jogabilidade. Pode ser tão simples quanto pressionar QWOP para mover no jogo QWOP, tocar em botões para bater um papo no Mystic Messenger, para as toneladas de combinações de teclas em Dwarf Fortress.
  • História. Por qual história os jogadores devem se lembrar do seu jogo? Com que emoções eles devem deixar o seu jogo? Cada jogo tem uma história. Se a história não for óbvia, ela é criada pelo jogador. Uma história pode ser criada a partir dos números crescentes em 2048, dos impérios em ascensão em Civilization e das interações silenciosas em Monument Valley. Pense em qual história será encontrada em seu jogo.
  • Humor. Que impressão seu jogo causa? Quais são os visuais? Som? As primeiras impressões são importantes. As primeiras impressões prenderão - e então manterão - o jogador jogando. Talvez você dê ao seu jogo uma vibe retro com gráficos de pixel e música chiptune. Ou um visual moderno e limpo com geometrias planas e instrumentais.

* Está tendo dificuldade em pensar em uma ideia? O bloqueio criativo atinge todos nós.

  • Junte-se a um hackathon / jam de jogo. Você e outros participantes terão a tarefa de criar um jogo em um curto espaço de tempo. Durante e depois, você encontrará o apoio de outros bloqueadores. E a emoção e a criatividade durante uma jam? Infeccioso. Não sabe por onde começar? Experimente Ludum Dare, um dos maiores game jams.
  • Mantenha uma lista de idéias. Eu e outros desenvolvedores que conheço anotamos nossas ideias. Dessa forma, podemos nos referir aos nossos antigos quando ficarmos sem novos.

Quando a musa bater, pare o que estiver fazendo. Escreva essa ideia. Da próxima vez que a criatividade for fantasma, você não vai ficar procurando por canudos.

Recursos ?

Todas as opções abaixo são testadas e comprovadas. (?) significa que eu o uso atualmente.

Tomando notas:

  • Notas para Mac (?)
  • Documentos Google (?)
  • Trello

Colaboração (para equipes):

  • Google Drive
  • GitHub (?). R equires git e Unity .gitignore.
  • Unity Collab. O mais fácil dos três. A versão gratuita tem limitações.

Atenção - o Unity é o mecanismo de jogo que uso para fazer jogos, então irei mencioná-lo o tempo todo. Sinta-se à vontade para usar um mecanismo diferente.

Design de jogo:

  • The Art of Game Design por Jesse Schell
  • Gamasutra

2. Arte?

Adendo?

Você planejou sua ideia; parabéns, isso é incrível! Agora, você pode trabalhar no jogo real.

( Se você não sabe codificar , sugiro fazer o estágio 3, Código, antes da Arte. Você não quer criar uma arte que vai destruir mais tarde porque não pode codificá-la.)

Não sabe desenhar? Não se preocupe. Qualquer pessoa pode fazer algo bonito com os 3 princípios visuais básicos: cor, forma, espaço.

UI

Think about how you can make it unique — have a distinct color scheme, font(s), shape(s), and icon(s) — while functional. Is the important information readable and obvious? Do the colors/fonts/icons distract from that at all?

2D animations

You have two options:

  • Frame-by-frame.Draw out each frame of the animation. For this, you should use sprite sheets with TexturePacker (or if you’re using Unity, Sprite Packer).
  • Bone-based.Draw each animated limb, then animate the limb’s position, rotation, and whatnot in-game. Can be faster, easier, and save memory. If you’re doing 2D and using Unity, try editing the pivots of sprites or Anima2D.

Misc

Here are some general miscellaneous art tips that apply to not only art in games, but in other software as well.

  • 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:

Para Unity, muitos recursos gratuitos existem no Unity Asset Store, GitHub, bitbucket e outros sites. Eu uso pelo menos 2 em cada projeto. Facilite sua vida com ativos, mas perceba que eles não são perfeitos. Se você detectar erros, não hesite em corrigi-los e / ou pingar os desenvolvedores.

  • TextMeshPro (?).
  • LeanTween (?).
  • Fungo.
  • Corgi Engine.
  • Sistema de diálogo.
  • Pilha de pós-processamento.
  • Keijiro Takahashi. Trabalha na Unity. Tem incríveis projetos de efeitos visuais de código aberto do Unity!
Por último, mas não menos importante, minha solução nº 1 para problemas de codificação: Google!

4. Áudio?

Adendo?

Primeiro: você quer áudio?

O áudio pode fazer maravilhas pela imersão e pelo humor. Mas pode custar memória.

Se a resposta for sim, qual áudio?

Você incluirá música ? Efeitos sonoros ? Voiceovers ou narração ?

Para qualquer uma das opções acima, grave e misture-as de uma forma que corresponda ao seu humor de jogo . Por exemplo, Bastion usa boca orgânica e sons de instrumentos, combinando com seu mundo de jogo. Crypt of the Necrodancer usa uma mistura de batidas eletrônicas e rock chiptune para combinar com o jogo colorido e rítmico.

"A imersão é rei."

-Darren Korb, Supergiant Games

Se o seu áudio não corresponder ao humor do seu jogo , ele pode prejudicar a imersão. Como seu áudio combinará com seu jogo?

Recursos ?

Ferramentas de áudio:

  • Logic Pro. $ 200. Apenas MacOS.
  • FL Studio (?). $ 99–899. Tem demonstração gratuita.
  • 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.

Pessoalmente, o marketing é meu estágio mais indutor de ansiedade. Se você também tiver dúvidas, a comunidade de desenvolvedores de jogos é útil. Você não está sozinho nisso. E você chegou tão longe - pode muito bem ir até o fim, certo?

Você nunca saberá se será um sucesso, a menos que tente.
  1. Esboço, projeto. Crie rascunhos da página do seu jogo em todas as plataformas de distribuição de jogos direcionadas. Encontre uma lista de plataformas em Recursos abaixo.
  2. Rede. Se você for a milha de rede completa, você vai quererenvie e-mail para a imprensa do jogo , mostre em festivais e participe de conferências .

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

Não há código de trapaça para fazer um jogo. É apenas muita determinação e esforço.

“Atrás de cada Half Life, Minecraft e Uncharted, existem OCEANOS de sangue, suor e lágrimas.”

- Ken Levine

Você vai ficar confuso. Você cometerá erros. Você pode até chorar (eu chorei - e ainda choro).

Mas está tudo bem. Isso significa que você está crescendo. Se você está se esforçando tanto, acredito em você e no seu jogo: você consegue.

Se você gostou de ler meu primeiro artigo, certifique-se de dar um? (Ou vários - você sabia que pode dar mais de um?) Significaria o mundo?

Você também pode me seguir / DM no Twitter, Tumblr e GitHub e me comprar um café, se desejar.