If you have ever had an idea for a video game, what has ever held you back from that dream? I am talk about about a technical level. Lack of programming skills? Unavailibility of assets? Not even sure where to beginning?
I would like some answers in the comments. It could shape the direction of a possible future project.
#1 by Daedelus on January 28, 2012 - 7:15 am
Quote
For me it’s all three of the points you mentioned. I have ideas for games, but no technical expertise at all. The biggest asset, at least to getting all facets of the idea hammered down, is time. Equipment/financial type assets are a factor, I suppose, but because of the third point (which I translate as “having no idea what the hell I’m doing”), I wouldn’t even know which necessary assets I didn’t have.
#2 by ren on January 28, 2012 - 6:32 pm
Quote
> I have ideas for games, but no technical expertise at all.
Well there is always the task of game designer, which I don’t feel like requires technical knowledge. It used to be games were so small in scope that the designers were usually the programmers and artists and everything else. But now games are so big that design itself can demand full attention and focus.
#3 by Daedelus on February 1, 2012 - 2:45 pm
Quote
I guess I’ve never been totally clear on what a designer does. It always seems like such an airy thing when I hear programmers talk about it- like the designers come up with monumental tasks for the programmers to do and just go on their merry way while the “builders” sweat and toil.
The idea of just doing design sounds too much like the architects that used to piss us off when I was a carpenter- the guys who had no idea how the physical world or code restrictions worked, just drew something up and sent it out for us to swear about and modify until it made some semblance of sense. I don’t want to be that guy.
To use another analogy, when I was doing theater I did both acting and tech work for each production. I always felt like it was important to have some idea of what went into having a stage to act on, and how many people worked behind the scenes and were only seen for about 30 seconds to take a final bow.
This isn’t to say that I wouldn’t want to do design work, but I’d also feel wrong about designing without also at least having some idea of what the programmers would be going through while I was thinking of things to implement.