From Zero to Game Designer: cómo empezar a crear videojuegos incluso si no tienes experiencia

Hace 2 años, yo era solo un estudiante de secundaria de 17 años que no sabía nada sobre codificación. Pero seguí adelante de todos modos, y en unos meses publiqué mi primer juego en Steam.

Ahora, he creado más de 10 juegos para escritorio, web y dispositivos móviles, con más de 1,9 millones de juegos combinados.

No importa tu nivel de habilidad, también puedes crear un juego. Hace 2 años, pensé que era imposible, pero lo intenté de todos modos. Fue lo mas dificilcosa que alguna vez había hecho. Pero valió la pena. Ahora, me doy cuenta de que el desarrollo de juegos es como cualquier habilidad: solo se mejora al hacerlo, fallar y luego mejorar.

Me enseñé todo lo que sé. Y ahora te voy a enseñar.

Para hacer un juego, debes pasar por las 6 etapas del desarrollo del juego: Diseño. Arte. Código. Audio. Polaco. Mercado.

El resto de mi publicación estructurará cada etapa en lo siguiente:

  • ? Un consejo que he seleccionado a partir de mi experiencia y la de otros.
  • ? R escursos que he encontrado más útiles.

1. ¿Diseño?

¿Consejo?

Tienes una gran idea. *

¿Pero cómo lo plasmas por escrito?

Todos tendrán su propia forma de hacerlo mejor. Algunos redactan documentos de diseño de 60 páginas. Otros, como yo, escriben una página de notas mal escritas, ilegible para nadie más. No sé qué es lo mejor para ti. Pero puedo dar sugerencias sobre qué escribir :

  • Gancho. ¿Qué hace que tu idea de juego sea grandiosa? Para mí, esto es lo más importante de anotar. Una vez que capture esto, puede escribir los siguientes tres puntos mucho más fácilmente. ¿Tu juego se trata de algo que invita a la reflexión? ¿Escandaloso? ¿Le está dando un nuevo giro a un viejo clásico? ¿O está haciendo algo que nunca se ha hecho antes?
  • Mecánica. ¿Qué hace tu jugador? ¿Y con qué propósito? Este es tu modo de juego. Puede ser tan simple como presionar QWOP para moverse en el juego QWOP, presionar botones para chatear en Mystic Messenger o las toneladas de combinaciones de teclas en Dwarf Fortress.
  • Historia. ¿Con qué historia deberían recordar los jugadores tu juego? ¿Con qué emociones deberían dejar tu juego? Cada juego tiene una historia. Si la historia no es obvia, la crea el jugador. Se puede crear una historia a partir del número creciente en 2048, los imperios en ascenso en Civilization y las interacciones silenciosas en Monument Valley. Piense en la historia que encontrará en su juego.
  • Estado animico. ¿Qué impresión da tu juego? ¿Qué son las imágenes? ¿Sonido? Las primeras impresiones importan. Las primeras impresiones engancharán - luego mantendrán - al jugador jugando. Quizás le dé a su juego un aire retro con gráficos de píxeles y música chiptune. O un aspecto moderno y limpio con geometrías planas e instrumentales.

* ¿Tiene dificultades para pensar en una idea? El bloqueo creativo nos golpea a todos.

  • Únete a un hackathon / jam de juegos. A usted y a otros participantes se les asignará la tarea de crear un juego en poco tiempo. En todo momento, y después, se encontrará con el apoyo de otros bloqueadores. ¿Y la emoción y la creatividad durante una jam? Infeccioso. ¿No sabes por dónde empezar? Prueba Ludum Dare, uno de los juegos más grandes.
  • Mantenga una lista de ideas. Yo y otros desarrolladores que conozco anotamos nuestras ideas. De esa manera, podemos volver a referirnos a nuestros viejos cuando nos quedemos sin nuevos.

Cuando llegue la musa, deja de hacer lo que estés haciendo. Escribe esa idea. La próxima vez que la creatividad se convierta en fantasmas, no te quedarás aferrado a pajitas.

Recursos

Todo lo siguiente es probado y verdadero. (?) significa que lo uso actualmente.

Tomar nota:

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

Colaboración (para equipos):

  • Google Drive
  • GitHub (?). R equires git y Unity .gitignore.
  • Unity Collab. El más fácil de los tres. La versión gratuita tiene limitaciones.

Aviso: Unity es el motor de juego que utilizo para crear juegos, así que lo mencionaré en todo momento. Siéntase libre de usar un motor diferente.

Diseño de juego:

  • El arte del diseño de juegos por Jesse Schell
  • Gamasutra

2. ¿Arte?

¿Consejo?

Has planeado tu idea; felicidades, eso es asombroso! Ahora puedes trabajar en el juego real.

( Si no sabes cómo codificar , te sugiero que hagas la etapa 3, Código, antes del Arte. No quieres crear arte que desecharás más tarde porque no puedes codificarlo).

¿No sabes dibujar? No se preocupe. Cualquiera puede hacer algo hermoso con los 3 principios visuales básicos: color, forma, espacio.

UI

Piense en cómo puede hacerlo único : tenga un esquema de color, fuente (s), forma (s) e ícono (s) distintos, a la vez que funcional . ¿Es la información importante legible y obvia? ¿Los colores / fuentes / iconos distraen de eso en absoluto?

Animaciones 2D

Tienes dos opciones:

  • Cuadro por cuadro. Dibuja cada fotograma de la animación. Para esto, debes usar hojas de sprites con TexturePacker (o si estás usando Unity, Sprite Packer).
  • A base de hueso. Dibuja cada extremidad animada, luego anima la posición, rotación y otras cosas de la extremidad en el juego. Puede ser más rápido, más fácil y ahorrar memoria. Si está haciendo 2D y usa Unity, intente editar los pivotes de los sprites o Anima2D.

Misc

Aquí hay algunos consejos generales de arte diversos que se aplican no solo al arte en los juegos, sino también a otro software.

  • 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, existen toneladas de activos gratuitos en Unity Asset Store, GitHub, bitbucket y otros sitios. Utilizo al menos 2 en cada proyecto. Haga su vida más fácil con los activos, pero tenga en cuenta que no son perfectos. Si detecta errores, no dude en corregirlos y / o hacer ping a los desarrolladores.

  • TextMeshPro (?).
  • LeanTween (?).
  • Hongo.
  • Motor Corgi.
  • Sistema de diálogo.
  • Pila de postprocesamiento.
  • Keijiro Takahashi. Trabaja en Unity. ¡Tiene increíbles proyectos de efectos visuales de Unity de código abierto!
Por último, pero no menos importante, mi solución número uno para problemas de codificación: ¡Google!

4. ¿Audio?

¿Consejo?

Primero: ¿Quieres audio?

El audio puede hacer maravillas para la inmersión y el estado de ánimo. Pero puede costar memoria.

Si la respuesta es sí, ¿qué audio?

¿Incluirás música ? Efectos de sonido ? ¿Voces en off o narración ?

Para cualquiera de los anteriores, grabe y mezcle de una manera que coincida con el estado de ánimo de su juego . Por ejemplo, Bastion usa sonidos orgánicos de boca e instrumentos, a juego con su mundo de juego. Crypt of the Necrodancer utiliza una mezcla de ritmos electrónicos y chiptune rock para combinar con el colorido y rítmico juego.

"La inmersión es el rey".

-Darren Korb, Juegos Supergigantes

Si su audio no coincide con el estado de ánimo de su juego , podría restar valor a la inmersión. ¿Cómo será el sonido que coincida con su juego?

Recursos

Herramientas de audio:

  • Logic Pro. $ 200. Solo MacOS.
  • FL Studio (?). $ 99–899. Tiene demostración 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.

Personalmente, el marketing es mi etapa que más ansiedad genera. Si usted también tiene dudas, la comunidad de desarrolladores de juegos es útil. No estás solo en esto. Y has llegado tan lejos, también podrías llegar hasta el final, ¿verdad?

Nunca sabrá si será un éxito a menos que lo intente.
  1. Sequía. Cree borradores de la página de su juego en todas sus plataformas de distribución de juegos específicas. Encuentre una lista de plataformas en Recursos a continuación.
  2. Red. Si recorre la milla completa de las redes, querráenvíe un correo electrónico a la prensa del juego , exhiba en festivales y asista a conferencias .

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

No hay ningún código de trucos para hacer un juego. Es simplemente mucha determinación y esfuerzo.

"Detrás de cada Half Life, Minecraft y Uncharted, hay OCEANOS de sangre, sudor y lágrimas".

- Ken Levine

Te confundirás. Cometerás errores. Incluso podrías llorar (lo hice y todavía lo hago).

Pero eso está bien. Significa que estás creciendo. Si estás poniendo tanto esfuerzo, creo en ti y en tu juego: puedes hacerlo.

Si te gustó leer mi primer artículo, asegúrate de dar un? (O varios - ¿sabías que puedes dar más de uno?) ¿Significaría todo el mundo?

También puedes seguirme / enviarme un mensaje de texto en Twitter, Tumblr y GitHub, y comprarme un café si lo deseas.