If you are a skilled artist, but not a great programmer, you can consider making a game based on a template. You can use a template to create a standard first-person shooter or RPG and then apply your art to the game style. If you are a skilled programmer but not a great artist, consider building a game with unique gameplay that uses a simplistic art style. Plenty of popular independent games are built using 8-bit pixel art or even just minimalist shapes and colors.
Consider the scale of what you want to create. Many of the most popular games take a team of tens or even hundreds of people many years to create. You’re not going to create the next Call of Duty game all on your own. Especially if this is the first game you’ve ever made. Make sure your ambitions match your skills, resources, and time. [1] X Research source
Programming Languages: Some game engines are built so that you can design games without a lot of programming knowledge. However, programming is an useful skill to have and will allow you to do more with your game design. You just need to decide on a programming language to use. Some popular programming languages used in game development include: C#, C++, Java, and Python. [3] X Research source Integrated Development Environments: IDEs are programs that offer tools to computer programmers and allows programmers to collaborate and consolidate their work. Some popular IDEs include: [[1]], [Studio], and Eclipse. 2D Graphics Software: 2D graphics are flat images. They are used a lot in game development. They can be used to create the HUD, title screen, in-game menus, sprites, backgrounds, and more. 2D graphics can also be used to texture 3D objects in a 3D game. In game development, there are two types of 2D graphics: Raster and Vector. Raster images are made up of pixels. They have defined dimensions. These include JPG, PNG, and BMP images. Raster graphics software includes Adobe Photoshop, and GIMP. Vector graphics are images made up of points of data. They can expand to any size without distorting the image or pixel blurring. These include SVG, and AI files. Vector Graphics software includes Adobe Illustrator, and Inkscape. You can use Adobe Animate to create 2D animations. 3D Graphics Software: If you are making a 3D game, you will need a 3D graphics program that allows you to create and animate 3D objects and meshes. Some popular 3D graphics programs include Blender 3D, and 3DS Max. Digital Audio Workstation: A digital audio workstation is used to produce audio. They can be used to record and produce a game’s music as well as master sound effects for a game. Some popular digital audio workstations (DAWs) include: Pro Tools, Ableton Live, and Adobe Audition.
Raster images are made up of pixels. They have defined dimensions. These include JPG, PNG, and BMP images. Raster graphics software includes Adobe Photoshop, and GIMP. Vector graphics are images made up of points of data. They can expand to any size without distorting the image or pixel blurring. These include SVG, and AI files. Vector Graphics software includes Adobe Illustrator, and Inkscape. You can use Adobe Animate to create 2D animations.
Raster images are made up of pixels. They have defined dimensions. These include JPG, PNG, and BMP images. Raster graphics software includes Adobe Photoshop, and GIMP. Vector graphics are images made up of points of data. They can expand to any size without distorting the image or pixel blurring. These include SVG, and AI files. Vector Graphics software includes Adobe Illustrator, and Inkscape. You can use Adobe Animate to create 2D animations.
Raster images are made up of pixels. They have defined dimensions. These include JPG, PNG, and BMP images. Raster graphics software includes Adobe Photoshop, and GIMP. Vector graphics are images made up of points of data. They can expand to any size without distorting the image or pixel blurring. These include SVG, and AI files. Vector Graphics software includes Adobe Illustrator, and Inkscape. You can use Adobe Animate to create 2D animations.
If you go a little overschedule don’t worry too much. There is always going to be unexpected problems that come up in game development. Even experienced producers will often take their best time and add 50%. If you go over by more than 300%, you may need to consider scaling back the project. If this is the first game you have ever created, don’t plan on making anything that takes more than a month to make. It’ll probably take more than a month, but that’s okay. Don’t go into it with any major ideas in mind. Your first game should be a learning experience. Use this as an opportunity to see what you can create. Create something simple, and then move on to the next project. Be proud of what you created. Even if it’s not very good.
For example, if you are making a first-person shooter, your prototype doesn’t need to be a huge level with a plethora of enemies, multiple customizable weapons, and killer graphics. Your prototype would just be a single room with 1 enemy type and 1 weapon that you can shoot. [5] X Research source
If there are game assets that you don’t know how to make or don’t have time to make, many game engines have an assets store where you can purchase game assets made by other people and import them into your own game. Some games are made entirely of assets purchased from the assets store.
Playtest using players of all skill levels. Don’t just used skill gamers unless that is the niche you are going for. Don’t explain too much about the game at first. Just let the Playtester have a crack at it. If they get stuck or get confused, then you can go ahead and give a little bit of an explanation. Pay attention to what playtesters do on their own in the game. See where they get stuck and where they need instruction. Figure out where they spent most of their time looking in the game. Pay attention to the playtesters reactions during the game. See what makes them gasp, sigh, or make other audible noises Write down any feedback you get. Pay attention to what order they give their feedback in. This explains what is most important to them. Don’t get defensive or feel the need to explain anything when you receive negative feedback. Don’t force playtesters to continue to play your game. Allow them to quit and walk away. When they decide to give up on your game is an important data point in and of itself. Have a test survey for your playtesters to fill out. Be sure to include 1-10 rating questions that can be turned into data and include a section for comments at the end. The worst playtester for a game is yourself. The second worst playtester for a game is friends and family. They are biased.
Be flexible with your ideas. During playtesting, you may find out that you are wrong about your game. What you thought would be the most engaging may not be what others thought was engaging.
If you find that adding a particular effect is slowing down the game, consider if the effect is needed or if it can be implemented in a way that isn’t as hardware-intensive. If you are planning on selling your game to a wider audience, your goal should be to make a game that can play on as many PCs as possible. Create options that allow players with lower-end PCs to be able to turn off the more hardware-intensive features.
Look for a digital distribution website that will carry your game. Today, it’s easier than ever to get your game on a platform like Steam or a more independent platform like Itch. io. Whichever platform you choose, make sure you understand the quality control process for that platform. Before your game launches, start building up some buzz. Create a website and a promo trailer. Talk to independent gaming websites. Do interviews and go on podcasts. Post about your game on social media.