Filed under: Design, Developer, Fun, Games, Utilities, Windows, Commercial, Shareware, Freeware, Open Source, How-Tos
How To: Create your own game company, Part One
While it's a little cost prohibitive to start developing Xbox 360 or PS3 games from your bedroom, let's not forget games like Roller Coaster Tycoon and Alien Hominid went from humble beginnings to financially successful franchises. Although you'd have to spend hundreds of hours developing AAA titles, there are some ways to get slick games up and running quickly. I'm going to show you a few ways to do just that.In this installation we're going to look at the beginnings of your company. Starting with a great idea, creating all the necessary assets, and developing the prototype. Next time, we'll look at further development, building your team, and expanding your empire... And wherever possible, we're going to use free or shareware tools. If you're interested in the business end of things, and a good overall setup to the crazy business of games, read Gregg Man's article here. A little dated, but still topical.
Of course, nothing beats a great idea. Unfortunately, good ideas are everywhere. What you need to do is make sure your amazing idea is developed properly. My suggestion is to read Chris Crawford's classic "The Art of Computer Game Design" (it's a PDF link at the bottom of the page). Honing a great story into amazing gameplay is step one. Crawford's book is only the beginning, and you'd do well to rad some informative articles at Gamasutra for more insider tips. A great story with lousy gameplay will get you nowhere, while a great game with minimal story could be the next Marble Madness. Now let's get to making our fantasy reality by creating our graphics and wiring the game engine together... Big list of apps for developing your game after the jump...
But if you're a hobbyist game creator, I'm assuming you're going to need graphics for your game, and a somewhat simplified game engine. The tools I've selected won't do what months of time in C++ and 3ds max will do for you, but they're perfect for creating a usable game in a decent amount of time.
The general workflow I'm assuming here is 1) create graphics and models, 2) create game code, 3) distribute. This is a gross oversimplification of the process, as you often will be testing small bits of code while creating visual assets, and game-testing constantly. I also take for granted your idea for game story and game play has been developed. Check out the VRML narrative storytelling page for ideas on interactive storytelling if you need more inspiration.
Graphics
You'll need to create two-dimensional graphics for textures on 3D models, and to paint a background world. A quick rundown of image editors usually pits the free Gimp versus the industry-standard Photoshop. I'll agree those are the top of the game (you can make Gimp look like Photoshop using GimpShop). But when working in small teams you sometimes have to just grab pre-made textures for scenery and levels. Check out the collection of links to textures at 3DLinks and the tons of excellent freebies at Mayang's.
I wrapped up a boatload of free 3D apps here earlier, but for my money Blender is still the best. There's a huge online user group with tons of help, and a script for creating humanoids (one of the most laborious parts of the process). Blender has it's own game engine inside, and uses Python for scripting. Technically you could create an entire game in Blender, but with the web plug-in in developer limbo, and no real documentation for the game engine any more, it's a little risky... Still, looks like CrystalBlend, a combo of Crystal Space 3D (an open-source 3d game engine) and Blender could be promising...

Engines
If you want to get started really quickly, there are tons of options out there. Obviously you want a step up from just modding a game (although some mods almost qualify as totally new games). Some apps are an in-between of a real engine and a mod. Case in point: FPSCreator. It's a pretty simple FPS engine, with scripting support for more customization. Most everything can be done using drag-and-drop, and it comes with an assortment of pre-made models and characters. It's like Poser for games, really.
What I tend to think of for prototyping games are the BASIC-derived engines, like DarkBASIC and BlitzBASIC. Both are geared towards beginning game programmers, and both languages are geared towards rapid game development. Dark comes in regular and Pro versions (Pro adds more developer-friendly tools and better mapping). Blitz comes in a number of varieties, with one geared for 2D games, and another for 3D. Blitz also offers a free app called Maplet, designed to help build game levels quickly.
I know discussions of tools like this can get religious very quickly, so I want to point out I'm pretty neutral when it comes to these things. I have a particular way of programming, as do others. I recommend anyone sit down and look at the documentation and support communities before picking any pony... You're going to have to ride this one decision for a while, so choose carefully.
Some other tools include: GLBasic, and excellent choice for those with programming skills; Unity is Mac-only for development, but will export Windows games; and Cube looks cool, but I haven't had a chance to tinker with it. There's also Adventure Game Studio, Coldstone, and RealBASIC out there.
For those of you way ahead of the game, and willing to tinker with C++ you can check out Crystal Space 3D, Genesis 3D (both are open source), or industry veteran Torque. Project managers like Torque because it's a known quantity. GarageGames provides an indie license for $100 (and a free demo download), which is pretty reasonable for what you're getting... For a thorough list of realtime 3D engines (not necessarily suited to gaming) check out this list.
What tends to distinguish the game engines versus a simple graphics engine is the inclusion of interactivity wiring (like triggers for actions) and a physics system. Unity has an excellent physics engine, as does Torque. As I said, you'll want to test these or read the forums for each product to see if it fits the type of game you're making. Who knows, you might just need Flash. That's not a bad idea, considering you can desploy swf's to a broad audience (PC's, cell phones, PDA's).
And speaking of distribution, next time we'll look at finishing up your game and deploying it to the world. Most often this is online (especially for server-based games), but I'll take a peek at some physical means of distribution too. We'll also examine methods of payment for your hard work. If anyone uses a tool that can't live without, be sure to post in the comments below.



Reader Comments (Page 1 of 1)
Jadedknight said 5:51PM on 11-28-2005
Hey this article rocks! Cannot wait for part two!
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TellusCitizen said 7:38PM on 11-28-2005
Sure does!
Hope we will see some _basic_ layouts of software trees. Always wanted know how it all links together to form the complete game.
Perhaps even a bit of game engine decision process as well? That's an other issue often overlooked in the literature out there.
Third I'd like to know how game designers tackle hardware limits if at all.
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themiddleman said 8:48PM on 11-28-2005
Don't forget Panda3D!! http://www.panda3d.org
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xbox360 said 9:59PM on 11-28-2005
wow...nice find
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Jordan said 11:00PM on 11-28-2005
Nice article. You got dug!
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deadlyquiantizer said 1:33AM on 11-29-2005
This article roks man!! Really. Lots of links, Lots of tinkers... Lovely. Too good to be true really!!
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bgrier said 1:31PM on 11-29-2005
Interesting...are you going to delve into the business end at all? Finding a sucessful contract, business model, Publishing deal..etc? Or just deal with the development/coding side?
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Joel said 10:57AM on 11-30-2005
Realbasic for games? Bad idea, that's all I'll say.
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RammJaeger said 12:11PM on 11-30-2005
One thing that seems to be missing here is getting a team of talented poeple together. One really great way to do this is by creating mods for other games. Creating a total conversion mod is the closest thing you will get to having a game studio without actually creating one. And if you have the talent/luck you might just end up being able to start a game studio if your mod is successful enough :)
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Noel Stephens said 12:39PM on 11-30-2005
While I truly encourage people to make their own content I feel that there is an underlined misunderstanding here that has plagued the game development community for years. While I agree with most of this article, building your idea, making sure it is designed properly, and finally getting something concrete to shop, I don't agree with hacking something together using 3rd party technology that gets you familiar with game design and development but does actually give you a final product.
Most of the tools described above are not multi-platform compatible. This means if you shop the idea to Microsoft they would more than likely want it to be on the 360 if you wanted. Same with Sony... if you go the PC route then you should use something like Unreal to get a prototype up and running... it is free and has a huge community.
In regards to my final fear about where this article is heading: With today's video games, the AAA type, they are becoming more and more complicated and require huge teams due to all of the required content. If all you are trying to do is make another Java based game on the web then that is a completely different market... if you want to make a AAA title then look at existing engines that exist out there and move accordingly. However, the fear that I have is that this article supports the "duck tape now fix later" mentality that has plagued the development community for ages and here is why:
1.) When you develop a "prototype" typically it is on a VERY tight budget with VERY limited time and resources. This means cutting corners and not thinking the foundation through properly.
2.) If you actually sell the concept to a publisher their first response is typically: "Well you have a working version... just add more levels and you will be done... here is half of what you say you need and you have half the time to develop your game."
3.) After both of the above occur, the new game company owner proceeds to hire people telling them how great things are going to be... knowing their product is duct taped and has way more work than it appears is needed.
4.) In comes the death crunch and burn out syndrom. You hire people... crank through them getting them to work 14-16 hour days 6-7 days a week with the tight budget and deadline... and maybe... just maybe... if you hired the right people and you keep the morale of the team high enough... you will get a product that sells above 250k units.
The reason I am writing about this and warning about this method is there are other means to developing intellectual properties. If you really want to sell an idea then make a really good CG that emulates the gameplay as well as the visual style. This gets the point across and with some good music and SFX will also inspire. You are selling the idea... just as you are in a prototype.... but not selling something that doesn't exist... prototypes tend to have more "smoke and mirrors" than appears.
My final thing to say about this is:
Not all proto-types bomb and there are some TRULY talented people that are fortunate enough to have the time and resources to get a properly designed and implemented prototype together. In these cases, which are few, the above concepts could prove to be useful.
However, I warn to those who have never created a game or are new to the industry... the game industry has changed... if you are wanting to start a company... learn the business side, understand intellectual property laws, and start figuring out who you want to fund your project as well how you are going to approach them. Make a great CG with a laid out milestone document as well as fully, not skeleton, design document and that is good as gold. If you have never been in the game industry... get a job in the game industry to get some experience first... most publishers won't touch you if you have never developed a title.
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Matt said 11:28AM on 12-02-2005
Very good article. I enjoy the amount of links provided.
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levi said 5:16PM on 12-06-2005
How do i start creating a game? Ive been trying forever, so if u have any imformation ill accept immediatly.
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Sujith Abraham said 10:14AM on 12-24-2005
Thanks for the nice articles
But still developing games is not easy as most of us think it need really painful work and skill
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