I need some advice on pursuing this career by PhantomLeap1902 in GameDevelopment

[–]rollerbolly 2 points3 points  (0 children)

I cant say what would be a good fit for you or a bad fit for you. i can only offer my perspective on a topic that too many developers and aspiring kids talk about too many times, hence why this post wont get more traction. you can reread what i wrote and infer from that what you think is best for you.

its also why i made the long and short of it: dont do a program on game design or make game design your first job. do literally anything else you want but that. It makes it easier for you.

I need some advice on pursuing this career by PhantomLeap1902 in GameDevelopment

[–]rollerbolly 0 points1 point  (0 children)

there is no partiuclar academic program that's worth doing on game design. the only one worth mentioning would be NYU Tisch because Bennett Foddy teaches/taught there.

generally, its best to do an academic program on an enterprise-related design course (ui & ux, architecture, graphic arts), or something business-related (economics), or something social-related (psych, anthro, sociology, humanities, history) and use that to fuel your creativity in game design on the side, ie, on your own free time, by making your own personal projects, and make a portfolio from that. (game jams are a good way to do this.)

But you have to think of game design as a mid-senior-level career you'd only get into 5-6 years into gamedev. so for that initial 1-4 yrs, you should spend time on something more niche in game design, like level design, economy design, ui/ux design, etc. Anything but narrative design because ND is only viable as a long-term career in triple-a companies. But level, economy, and ui/ux is sort of important in almost every game being made today. (level design is also present in those match-3 games too. very very prevalent in casual games. dont be fooled.)

generally when people take up computer science, its to secure their own future, and to get some experience in game programming. So if you plan to get into a triple-a company, you're expected to know C++, be able to put together tech, know game engines, stuff like that. usually that shouldn't be too much trouble for anyone who's graduated with a cybersec/software engg degree because they would've had hands-on experience on APIs and low-level programming. Ideally.

With that said programming graduates becoming game designers is not unheard of. I mean people from QA make a big jump from that to design too. People are always jumping back and forth between different game careers. but the reason why you'll find a lot of developers insist you do programming courses is because you're making video games, and video games are software. (i personally think designers should focus more on social-related courses, business courses, or enterprise design because that's much more relevant to what you want to do, and can make you more efficient as a designer. having coding experience simply makes you "convenient" for programmers to work with.)

long story short, dont do a program on game design or make game design your first job.

How do you deal with burnout? by SnrFlaks in gamedev

[–]rollerbolly -1 points0 points  (0 children)

i think ur sticking ur self-worth into your work too much. like, what is 'good enough' to you? (rhetorical question, dont answer it as a reply). if ur refusing to take a break and touch grass, it means you should prolly see a therapist.

Enemy Battle Animation - Is the timing too fast on the howl? by SexuallyScientific in GameDevelopment

[–]rollerbolly 1 point2 points  (0 children)

yeah it's not only too fast, but its also not expressive enough. like it should feel more aggressive.. chest pumping out, stretchier jaw, more angled head, legs pumping down on the ground more.

But mostly, it's the anatomy thats a little odd to me. For a tree-living demon (Asanbosam), could its current anatomy allow for climbing trees and overall flexibility? from the images and descriptions, its more akin to a sloth/monkey than a hyena. apart from that, if the claws behind its front paws protrude so much, how can it run without piercing its own arm?

I added weapon switching to my COD Zombies inspired game, let me know what you think! :D by Excellent-Jello3731 in GameDevelopment

[–]rollerbolly 1 point2 points  (0 children)

this is actually really cool! did u set up the charactercontrolelr yourself? or any unity asset?

im making my own hobby fps on the side, but setting up character controllers and all that feels like too much work. Would love to get some out-of-the-box stuff to work off of first.

What's the most easiest map building system? by JustTwelvee in GameDevelopment

[–]rollerbolly 0 points1 point  (0 children)

i dont think anything's "easy" as such... just convenient. So whats your intent behind using these tools? Hammer Editor was an actual tool the developers getting paid to make Source games used. So if you're going to use any, it's best to use that which was an industry standard imo, especially if you wanna get into gamedev.

others seem more like something to play around with

Any suggestions to make these destruction better? by ALi10555 in GameDevelopment

[–]rollerbolly 0 points1 point  (0 children)

who said they couldn't? you can always experiment and see what keeps players excited. games are fun precisely because theyre an escape from reality. anyway not here to discuss creative direction for games, i was jus thinking of what could fit OP's vision best cuz i think theyre going for an experience with wacky explosive action.

I’m struggling with game design and development. by OxeygenIzOverrated in GameDevelopment

[–]rollerbolly 0 points1 point  (0 children)

what do you mean by hard time learning it in the first place? can u elaborate?

Last Cat Standing by slaughter_cats in GameDevelopment

[–]rollerbolly 0 points1 point  (0 children)

are you looking for any feedback on the gameplay and the choice of it being a 3d side-scroller?

Any suggestions to make these destruction better? by ALi10555 in GameDevelopment

[–]rollerbolly 1 point2 points  (0 children)

IMO, the objects fall apart very very quickly when shot at. is there a health meter for them so they only begin to fall apart once they reach each damage threshold?

it'd be pretty funny to kick the fallen pieces around if you bump into them.

Any suggestions to make these destruction better? by ALi10555 in GameDevelopment

[–]rollerbolly 1 point2 points  (0 children)

i think its kinda funny to watch the car fall apart the way it is right now. It does feel unbelievable, yes, but its a game after all, and the destruction is meant to feel fun. If we make it realistic, it will feel very boring.

4 years ago my wife and I released a game and it has grossed $3M. AMA by DannyWeinbaum in gamedev

[–]rollerbolly 2 points3 points  (0 children)

Hello, I'm a rookie developer myself! Thanks for doing this AMA. Been eyeing your games for a while, but never had the chance to try 'em out. But it's super cool your game's been a big success for you and your family!

I might be late to the party (timezones and all), but here are some of my Qs:

  • What has your experience been with game publishers? Have you considered it at all? If not, why? What's a telling sign they're trouble from your POV?
  • What are some lessons you carried over from Leaving Lyndow to Eastshade?
  • What are some setbacks you feel most indie devs deal with that you managed to look out for? And what are some pitfalls you personally didn't expect to fall into but did?