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Old 09-18-2008, 09:53 AM   #18
SoulOfTheFlame
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Quote:
Originally Posted by OutOfTheCube View Post
Here's a tough one for you:

I am actually VERY interested in getting into the game industry. Here's the problem: I hate math/coding stuff (and I'm bad at it too), and I can't draw to save my life. However, I'm extremely creative and I KNOW what makes a great game, and I think I could design industry shifting games if given the chance. I just can't make them. So how does one go about getting into the industry with that situation?
Hey, guess what? You're me 7 years ago!


You don't need to know how to code to be a designer. It's really common misconception. But you do need to know... something. The days of the Document designer are ending. You can't simply write ideas anymore and get other people to make a game from them.

These days, it's all about learning editor software, and visual scripting (very little math, don't worry). If you're really committed to getting into the industry I suggest you do the following:

1. Pick up a copy of Unreal Tournament 3, and make sure it comes with the Unreal Editor 3.0. Failing that, grab a copy of Neverwinter Nights 2, or Half Life and begin learning to use their level editors.

It's very technical stuff, and can be quite daunting at first. But once you get the hang of one, learning another editor is easy, and there's loads of online tutorials that can teach you how to do this stuff.

2. Once you've got a handle on things, and have made a few of your own little levels or mods, try and join an online volunteer project. You'll be working with volunteer coders and artists who also want to make games, so it can be great experience.

3. Wanna make games? Prove it. Make a board game. You don't need anyone else for that. It's a lot harder than you might think. Once you complete a board game, get some friends to come over and test play it with you. Take their negative feedback and improve your game. Find out what makes it fun.


Finally, it's great to have ambition, but it's pretty tough to come right in and make an industry shifting game. Pay your dues for a few years, prove yourself, and then you can start pitching your own concepts. No one takes people seriously when they're first starting out.
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