Advertisement

Prerequistes for Game Development?

Started by December 20, 2001 04:16 PM
9 comments, last by x-bishop 23 years ago
Im planning on starting some kind of game development 'club' at University...and ultimately hoping on finishing some kind of demo/small game by the time i graduate from Computer Science (Dec 2002) Right now I'm trying to figure out what kind of interest there would be in such a club, so im making a small website for it. Im wondering what kind of club i should create...I kind of want to be the "project leader" of this thing..since its my idea and all...but i can already see the conflicts..im not the strongest developer, so i dont think thats gonna happen that or see how many ppl are interested ..divvie up to 5ppl teams and let them create there own projects based on their own strengths. Share knowledge and trade books (i just own the Opengl Game Programming book) between the whole group...maybe even switch members and work on multiple projects. im thinking of setting some kind of prerequiste for this club say 2nd year or better (2 years OOP and C++, Linear Algebra, Analysis of Algoritms, assembly, digital logic, scientific computing) since i want the project to actually move forward than to carry the 1st year students. and obviously the 3rd/4th year grads will be a great help with their understanding of AI, Software Engineering, Cryptography, Network programming, OS's, Parallel Computing etc.. im sure there be some interest from the Arts Departments as well, texture design, 3D modeling, level design, 2D character design..that sort of thing...it would be nice to have a well rounded group of ppl for this..hell even Physics students can help out with engine development. so what do you guys think? any other ideas i should add? scrap? or should i just do this on my own and forget about trying to manage a 10+ group of ppl. Edited by - x-bishop on December 21, 2001 1:52:33 AM
I think the important thing to remember is that everyone has their own ideas, and if this is a volunteer effort most people will want to contribute something to personalize the project. Valve pursued this strategy with the development of Half-Life (the Cabal Design Process, I think they called it... there''s an article over at Gamasutra.com)

I also think you should start with something that''s as small as possible, but will maintain your collective interest. If you don''t make progress soon, I''ve found that people lose faith in the project and move on.



--------------------
Just waiting for the mothership...
--------------------Just waiting for the mothership...
Advertisement
Another "prerequisite" you might think about is at least one English (above basic composition) or History class... those may be helpful for stimulating imagination. That isn''t so much for all development as it is for the design phase... but this is the design board, after all
WNDCLASSEX Reality;......Reality.lpfnWndProc=ComputerGames;......RegisterClassEx(&Reality);Unable to register Reality...what's wrong?---------Dan Uptonhttp://0to1.orghttp://www20.brinkster.com/draqza
yea thats a good idea..ill make note of that on the faq

the more talented people, the better i suppose.

Don''t start out exclusive. Come one, come all, and then divide according to skill level, or, better yet, divide so that the skill level of each group is about equal. If you need to create skill rankings, do so, but just remember that eventually, the newbies will be good.

Later,
ZE.

[twitter]warrenm[/twitter]

Hey cool! Check it out, the IGDA is planning on starting up student chapters sometime next year. Maybe you can turn you "club" into a chapter of the IGDA. IGDA student memberships are only $25/yr, and you get the same as a regular $100 member does. You could also use this to get sponsors for your student chapter for gift giveaways and stuff like that. I know your main priority is to make a game, but this certainly won't distract you from doing it.

I know i sounds like a marketing shpeel but well... umm... It is Seriously tho I would look into it. I wish i knew exactly when they were starting with it but I don't. Keep your eyes peeled.

_________________________________________________________________

Drew Sikora
A.K.A. Gaiiden

ICQ #: 70449988
AOLIM: DarkPylat

Blade Edge Software
Staff Member, GDNet
Public Relations, Game Institute

3-time Contributing author, Game Design Methods , Charles River Media (coming GDC 2002)
Online column - Design Corner at Pixelate

NJ IGDA Chapter - NJ developers unite!! [Chapter Home | Chapter Forum]

Drew Sikora
Executive Producer
GameDev.net

Advertisement
quote: says Gaiiden,
shpeel


Spiel. Please.

Later,
ZE.

[twitter]warrenm[/twitter]

ooops. I sowwy

Drew Sikora
Executive Producer
GameDev.net

Hey thanks for the info! i probably would have never heard of it ..much appreciated Gaiden.

but i still need some help on on how i should pursue this UofGamedev

i suppose going about it as an actual club as apposed to as a part time development team...but id like to actually produce something that i can add to my (and whoever joins) resume/portfolio..and i hope that a recreational club such as this will encourage that

on the notion of ''no experience needed'', i have to say that i am alittle hesitate about that...i really feel that 1st year students ..or hobby programmers just coming into computer science/engineering might not blend well with the little more experienced students mentality, afterall i do want something done in a year...

i guess ill try and promote the idea of open knowledge, everyone just trying to teach everyone else their strengths, share books and ideas...it sounds promising..but i wonder how itll work out in the real world

how does this sound? sounds like something productive? or that itll be a bunch of gamers just talking about Counter-Strike all day long...

or who knows..maybe a small gamedev team will come out of this..ala Blizzard
Just because you''re not the best developer, does not mean you cannot lead the team. Just make sure you''re open to other peoples suggestions. When someone makes a suggestion, you don''t have to answer right away either. Make a note of it and say it will be considered and then think it through thoroughly. Also make sure you have a schedule, or nothing will get done. Say to people that the first 10 meetings will be to discuss the design and you want to have it complete or close to complete by then, so developement can start.

---
Make it work.
Make it right.
Make it fast.
"None of us learn in a vacuum; we all stand on the shoulders of giants such as Wirth and Knuth and thousands of others. Lend your shoulders to building the future!" - Michael Abrash[JavaGaming.org][The Java Tutorial][Slick][LWJGL][LWJGL Tutorials for NeHe][LWJGL Wiki][jMonkey Engine]

This topic is closed to new replies.

Advertisement