How to Make a Game |
Fairly audacious heading, huh? There are a lot of books out there that are introductions to C++ or Direct3D, or discuss the construction of a real-time strategy game. What these books do not cover is which development methodologies you should employ in creating your game and how to be smart about outsourcing portions of it. This book is not a vague list of good ideas and suggestions; rather it gets down and dirty and discusses failed and successful project management techniques from my own experience as well as the experience of a multitude of other development studios.
First Have a Plan
Games that have a poor development methodology (or none at all) take much longer than they should, run over budget, and tend to be unreasonably buggy. The majority of commercial games fail to turn a profit. Figuring out what your game needs to do is called “requirements capture.” This book will show you how to use formalized methods such as the Unified Modeling Language’s use case diagrams to quickly collect your requirements and communicate them effectively to your team and other project stakeholders.
Even if you are working on a solo project, you must still take your game’s project planning seriously. A mere demo of your capabilities to show a prospective employer would be created with higher quality and with more speed if you follow the techniques presented here. These are just the earliest elements of an entire game project production methodology that is developed throughout this book.
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