My question for this post: (I copied it form after my info to base
answer on, for those who quit reading trying to find the question.)
“So with this as my current skillset, what would my needs be for
starting off with an engine and what ever else im not aware of?”
I would like to start in game development just at the hobbyist level for
now. I am unsure what is fully required to get something up and running
at any quality of output.So my specific question is in regards to my current skill set
(list at end of question) as what I should look for to complete my
-My current skills from college CAD program,
–>3d solid / surface modeling with Autodesk (AutoCAD, Inventor),
–>Animation frames in 3ds max and surface texturing and basic
lighting / rendering. With base level skills in 3d autokey transforms /
–>code/programing was touched on for the purposes of visual basic for
applications to create custom user forms with automated model generation
when based on multiple slight variations in geometry relationships, and
for solving advanced stress analysis equations by asking for variables
in a textbox.
->Outside of college, I’ve done a few tutorials in MySQL database for
the game stats and parameters.
And finally the actual question:
So with this as my current skillset, what would my needs be for
starting off with an engine and what ever else im not aware of?
What I want to start with for practice is content such as final fantasy
tactics, collectable card games, everything turn based for now that. The
most advanced visual animation I want to limit myself with is the
attacks / action / movement frames similar to final fantasy 10 or front
I hope someone has the information I’m seeking, and that this was not to
vague a question.
I’ve attached some links to my recent 3d modeling work for my major
Sorry for having to use my Google drive share links, but I could not
figure out how to attach content here yet.
I put a smashup of my final renders in my profile image.
This is a high res image with sunlight.
This is a link to my 60 second video for my final project, I had
rendered it out twice unsuccessfully, and ended up using a different
scenes lighting which was to intense for this scene, and I hadn’t
learned uvw mapping yet, so the still image in my profile pic is the new
textures and new lights.
thanks for your time. James
Please log in or register to post a reply.
Since it sounds like you’re more art-oriented than programming-oriented,
the easiest way for you to get into gamedev is probably to use one of
the popular engines, like Unity or UDK. These engines have lots of docs,
tutorials, and community that can help people with things in their
engine. That will minimize the amount of coding you need to do to get
something up and running.
There’s so many engines out there on Google to choose from, which would
be more what I’m used to sitting in front of comparing it to 3ds max key
framing type of interface?
Which would be a good choice based on my sample VBA code for any
scripting needs to minimize the learning curve?
Does Unity or UDK need anything else for story boarding, player choice
driven hierarchy in story path, and all the custom math formulas for
game mechanics using character sheet attributes?
I started learning MySQL thinking that’s what I would need to use to
hold all my player and game data.
I did attempt to make a image driven game in excel when I was taking
the vba credit. here’s a sample of it showing my initial instincts on
code structure. Not sure if it is proper or poor usage.
I set it up with user form loading as if it was a location displaying
needed user input tools, and old-school text mmo flavoring.
I don’t expect anyoneto try and fix or understand the code for any
purpose other than seeing my understanding of application code.
For this stupid game I was making, I didn’t use any database, I put my
values in excel sheets or defined them right in the dim statements.
Right now it currently sits at about 25 userforms and 250 pages of
printed code similar to the sample at bottom.
Private Sub btnLeaveStore_Click()
Private Sub btnPurchaseArmor_Click()
Dim intInvenTemp As Integer
If lstWeaponStock.ListIndex = -1 Then
MsgBox ("Please select an item first.")
ElseIf intPackSlot = intPackSlotFull Then
MsgBox ("Your inventory is full sir")
ElseIf intPackSlot > intPackSlotFull Then
If MsgBox("Are you sure you want to purchase, " & vbNewLine & lstWeaponStock.Value & " for " & CStr(lblCost.Caption) & " gold pieces?", vbYesNo) = vbYes Then
IntGold = IntGold - CInt(lblCost.Caption)
lblGoldOnHand.Caption = CStr(IntGold)
intPackSlotFull = intPackSlotFull + 1
strPack(intPackSlotFull) = lstWeaponStock.Value
Private Sub lstWeaponStock_Click()
Dim con As Control
Dim iIndex As Integer
Dim i As Integer
Dim ii As Integer
Dim IntStats As Integer
Dim temp As String
For Each con In WeaponStore1.Controls
If con.Name Like "lblRval*" Then
con.Visible = False
If lstWeaponStock.Value = "Hand Crossbow" Then
IntStats = 3
ElseIf lstWeaponStock.Value = "Sling" Then
IntStats = 4
ElseIf lstWeaponStock.Value = "Razor" Then
lblRval1.Caption = (Sheets("Weapons (Lantern Town)").Cells(IntStats, 3))
If CInt(lblRval1.Caption) > 0 Then
lblRval1.Visible = True
lblRval2.Caption = (Sheets("Weapons (Lantern Town)").Cells(IntStats, 4))
If CInt(lblRval2.Caption) > 0 Then
lblRval2.Visible = True
BTW, you can use tags like [ code ] … [ /code ] (remove the spaces
inside the brackets) to post code on the forum, to retain the
formatting. I edited it into your post for you.
MySQL is something that’s used more for web based games or MMOs that
need persistent data, not usually for singleplayer games. Game engines
will have their own storage system for the game world data and save
I haven’t used Unity or UDK, or 3DS Max, so I can’t tell you what will
be similar to what you’ve used before. However, Unity and UDK both have
a reputation for being artist-friendly and having good resources and
docs. As a gamedev you will have to learn programs with new and
different interfaces and can’t always rely on having something similar
to what you know already, so you might just want to download the free
version of one of those engines and start working through some
You can make models in 3DS Max and bring them into the engine, and the
engines have their own custom level editor tools that will be where
you’ll construct the overall environment. They also have their own
scripting languages. The syntax will be different from VBA, but the
basic concepts like variables, functions, if-statements and so forth
will be the same. Again, you should be able to find scripting tutorials
that will get you going.
Thank you very much for this insight, it really helps me a lot. The only
other thing regarding game models that I’m worried about is. Do the
kinematics and bone linking structures in 3ds matter within game
engines? or do they have there own manipulators to allow characters to
have moving limbs, and proper joint structure? With actual animation all
we were taught is to manually move the models while recording the keys
kind of like digital Claymation, lol Then its setup as a scene, where
you can render it out to an avi or individual images to compile later.
So I’m thinking a major aspect I should focus on first is how to get the
models moving there child components based on controller input or
something. As I don’t think having thousands of avi files in a folder to
call is an option.
Thank you for making the code sample look proper, im new to forum
posting, and don’t even know what a hashtag is that people are using
Generally you’ll be able to export the skeletons, skinning data, and
animations you create to the game engine. The engine will use your
skeleton and skinned mesh to render the character. Animations will not
be stored in an .avi of course, but in a format that stores the
animation curves for each joint and allows them to be played-back in
real-time by the engine.
I don’t know specifically how Unity or UDK handles player movement, but
often times you can set things up to trigger an animation when pressing
a button (for instance, when you press the button to fire your gun, the
character plays a firing animation). And you can configure the engine to
use a specific animation for walking, for instance, so you can put in
your walk cycle and have the engine use it when you walk the character
around. This just scratches the surface, though, as you can have
walk/run cycles at different speeds, transition animations, additive or
partial animations (so they affect only part of the body, or they add on
top of another animation), real-time IK for placing the feet on the
ground, and all kinds of stuff like that. Animating an interactive
character is a complex subject, and the engines will no doubt have docs
on the way they specifically handle it.
Every software house uses a slightly different set of tools. Virtually
everyone uses 3d studio, but other than that there are dozens of 3rd
party tools in use.
Some people use tools like Natural Motion to build animation meshes.
These work by storing a bunch of key frame animations and then blending
between them based on situation data and incoming events.
My point is that an artist will not be required to do all the hard work
of stitching animations together by hand. You would either use a tool or
just do the animations and pass them on to a programmer to add to the
Other people will have written their own plug in for max and use a
proprietary format, as an artist, this is meaningless to you. It’s a
button you press, a black light lights up black on a black background
and the data spits out.
Don’t ignore 2D art, being able to create pretty GUI graphics makes you
more than a one trick pony and increases your chance of employment in
these tricky times.
With the vast number of companies focusing on the mobile market, being
able to create nice looking 2D pixel art is becoming more important
Virtually everyone uses 3d studio
Virtually everyone uses 3d studio
Less true nowadays than it used to be, I think; more and more people
are using Maya these days (and also other tools like ZBrush, Mudbox,
etc). I think it’s in part because Maya has historically been popular in
the film industry, and these days a lot of film people are coming over
to AAA game companies. Maya also has a reputation for being better for
character animation, but I’m not an expert in that area.
That’s true, but so many people have written their own plugins for max
that it is still a major player.
Even at £3200.00 per licence
I have a problem at the moment, Codemasters have supplied me a load of
meshes in max format. However, since the shaders they use are all their
own, they didn’t supply them. They won’t supply them. So getting the
meshes to load correctly is virtually impossible.
I’m having to pay some guys to import the meshes into Maya and
If I wasnt such a custom tool junkie, blender is really good, but I
always prefer my own…