11 tips on how to make your own videogame: From 0 to game developer (How to make a game) by Jonathan Sanchez

11 tips on how to make your own videogame: From 0 to game developer (How to make a game) by Jonathan Sanchez

Author:Jonathan Sanchez [Sanchez, Jonathan]
Language: eng
Format: azw3
Publisher: NonFictional Publishing
Published: 2015-07-05T16:00:00+00:00


Tip #7: Now to the graphics part!

Ok, now that you are making your game (that requires that you write code or not) and you are not an artist, or you are an artist that either doesn’t know anything about game development or you want to make your work as quick and effortless as possible, I got you covered! Let me tell you the basic things you need to know so you don’t hit the wall (so hard) when it comes to game art:

Animation: There is a way that you can make animations for your game and the most common would be a sprite sheet that has all the frames of the animation (and that’s the way they did it for most of your favorite games in the past) or you can use a software made specially to make animations like Puppet2D or Spriter, but that only works for 2D. For 3D animation you first need a modeling program that can add the bones to your 3D model such as Maya, 3DMax, Houdini, Blender (which is free by the way), Make Human (which made simple humanoid models, and it’s also free) among others, and import them to your game engine and start making the animations there.

Backgrounds: Ok that is a no brainer, but I include it since it seem to be a problem among the new developers and artist, this is a problem that is often made while making 2D games (in 3D it’s not much of a problem) has to be made independent to the props, the background should not contain the non-interactive part of the game and it should leave any props even if the player has no interaction with them. The first time I asked for a background for my game it came with all the props in the background as one image, and I’m going to explain why that was a problem.

Props: Now by this I mean the tables, doors, items, windows, chairs and anything you can imagine that it’s not the player or the background, and this must be placed apart even if the player interact with them. If you can interact is obvious since the will need to be physics implemented in them, but if not you have to put them separately since you may try to use them on different layers, that means that you can put a table and the background and the player can walk between then since they are separate objects and are not in the same layer.

Getting pre-made assets: Now this is a fast way to get models, props, backgrounds, particle effects and for little to no price, so if you are on a tight budget this is a great way to get your game done without breaking the bank. The downside is that since they are already made assets there is little to no tweaking to fit your game, and there is a big chance that you see the same assets on other game. Besides the engine proprietary asset stores you can get pre-made assets from gamedevmarket.



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