Skip to main content
GameDev.net gamedev.net
🔒 Locked

What's your story: How and why did you start learning how to make games?

Started by khawk Apr 16, 2018 at 11:28 PM 37 replies 23.4k views
Original Post
khawk

I'm always interested in learning others' stories. How and why did you start learning game development?

Mine:

Like most of us, I grew up playing games. My earliest memories are playing games I can't even remember the names of on Atari, Donkey Kong on Colecovision, and I remember when I received a Nintendo along with Legend of Zelda, SMB, 10 Yard Fight, and Top Gun. My imagination would run wild during my days at school, so I started doodling levels and maps for different games. I'd draw my favorite characters, like Link and Mario (if I had the motivation I'd dig up the Mario coloring book I made when I was a kid and show it), then come home and play more games. I did a lot of other things as a kid, but any "down time" was playing games.

Then I learned that you could do that for a living, and around that time I also got some exposure to computers. Some in my family came across a Commodore Plus 4 at a garage sale, and while they didn't know what I could do with it (if anything), they left it up to me to figure that out. In the manuals was a BASIC programming guide. And that's when I learned how to make games.

"Flip a coin" was the first. Don't discount that simple BASIC code. In fact one should never discount anything based on its scope. The act of making that interactive, RNG, text-based game opened the mind to all kinds of possibilities. More simple games followed - and then I learned how to render lines on the Commodore and my focus turned to graphics.

As I learned more about programming, my ambitions expanded, and I shifted into a pattern of learning more about game development by trying to replicate gameplay from games I loved to play. I jumped interest in BBS games and started writing a clone of BRE and SRE in Turbo Pascal. I did a TradeWars 2002 clone and a few other ideas I'd play with, like multiplayer games over a serial connection between two PCs (had to write the serial driver).

I loved to play Warcraft, and one of my first C/C++ language uses was to make a text-based/ASCII turn-based, two-player Warcraft clone.

Somewhere along the way I came across mode 13h. I spent many nights learning 3D graphics and rendering spinning boxes.

Various other game projects came and went. I loved to read others' source code and learn how they approached many of the same problems I've faced. These days I can easily spend hours on Github.

GameDev.net spawned out of a love for all the above and a desire to make it easier for people to learn and connect with others about game development - and nearly 20 years later (in June 2019!) all the above is still fuel for the fire.

Eventually, I got a job in the simulation training industry - basically serious games interfaced with real equipment for training purposes. I worked on various products for a few years until we made the decision to upgrade our technology. Unity was brand new and barely functional, and UE2 lacked the necessary features, so as Technical Director I architected and led a team to develop an internally used game engine and toolset (entity-component) based on ~40 commercial/open source packages but with many of the same content creation capabilities in modern engines, including things like blueprints. The goal was to build a simulation and training curriculum without having to write a line of code, and we came very close to achieving that in most cases. Production went from ~12 months to ~3-4 months. Big win for the company and a total cultural change.

Now I'm in semiconductors with a team working on developer tools, and we work with a lot of developers around the industry. Depending on what you do, it's possible you use my team's products. My game making days are pretty minimal, but I always have the urge and a list of games I'd like to work on. But making sure everyone here has a game development community through GameDev.net tends to take most of my free time. :)

[EDIT: I should clarify why I didn't go into games. It basically came down to a certain type of work-life-pay-location balance that I wanted to have at the time I started my career, so instead of going into the industry I decided to do the next best thing and work where I got to work on the same type of technology, but the end product was different. I've thought about going more directly into games in more recent times, but I'm at a much different stage of my career now (engineering director-type) so it would have to be the right fit.]

Having said that, it's motivating to see what everyone is doing, and I appreciate seeing how the industry has evolved since those early Commodore days.

So, what's your story?

Admin for GameDev.net.
neveza
neveza

You make me wish I started earlier in my life.

Well, for me, it's a long bumpy road.. I grew up around Nintendo super Mario, but it never impressed me. I was mostly disinterested in video games, up until Doom. I realized that video games can invoke a lot of emotions. They were art. From there, I experienced Wolfenstein 3D, Out of this World(Another world,) Blackthorne, Bioforge, Little Big Adventure... the list goes on, and on. They inspired me in many ways, and left a significant impact in my life. As well, being dyslexic, a few of these games allowed me to push myself to read, and when voice acting was involved, allowed me to follow along. Video games have always been a special place in my life due to this.

So, this sparked my interest in developing video games as I wanted to bring that love that I have to someone else. To keep the inspiration train going, so to speak. Unfortunately, plagued with depression and self-confidence issues, I felt I was too dumb to make a game, and never pursued until I was 18. Found out that I really could not code, wasn't a great artist, or anything... Around the time I joined GameDev.Net. I stayed in the community while floundering from C++, to C#, to python, to C# again, but then gave up on programming.

I had hoped to thrive as a writer though. I ended up actually working with someone from IRC #GameDev developing Deadly Dungeons for the android. Seemed to be a modest success. Then a few failed projects after that. I found more frustrations than enjoyment, unfortunately. So I moved on from the game dev, and just kind of did art for a while.

Yet, video games keep calling me back. I decided to take up learning Japanese as one of my means to step outside of my mental imposed "I cannot do this because of x" toxic thinking. So, despite my dyslexia, I said I was going to learn japanese and translate this video game. The video game was XZR II(exile.) Took me 4 years, but I translated it, and did a let's play on it. Then moved on to translating the first game of the series (which is still incomplete.) However, I realized I needed a marketable skill. Translating was not teaching me japanese well, and I could not justify the time spending on it. Yet, I wanted to keep doing something game related.

Three years ago, I got a job at a financial office. They had programming learning courses in the skillsoft website, and would look at those during slow periods. Suddenly, it all clicked. Programming made sense. Took me 10 years, but it clicked. I picked up python, and wrote a program that simulated grocery shopping, but the computer shopped for the items you told it to collect. I wrote this in a month. That concreted my path at the moment.

From there, I made Tic-tac-toe in C# console, pong in Unity, Snake in monogames, and now extending on snake in C#\Monogames. Confirming that I can do this, maybe not as well as others, but that I can. Currently set up to go to college for computer science. Also, I am currently debating learning project management skills, and forming a team to make games I would otherwise not be able to. Time will tell though.

khawk
16 minutes ago, neveza said:

From there, I made Tic-tac-toe in C# console, pong in Unity, Snake in monogames, and now extending on snake in C#\Monogames. Confirming that I can do this, maybe not as well as others, but that I can.

This is what it's all about. Don't worry about what others are doing. Learn for yourself. So kudos to you, even if you did start late.

And thank you for reminding me about Wolf3D, Doom, and Quake. I skipped those years, but between my Mode 13h days and the 3D game revolution there was quite a bit of influence. Those influences eventually led to me writing OpenGL Game Programming and Beginning OpenGL Game Programming with @Myopic Rhino.

Admin for GameDev.net.
Awoken
Awoken
41 minutes ago, khawk said:

My imagination would run wild during my days at school,

Oh man, I hear you.

It was Christmas of 87 and I received a Sega Master System. It came with Hang-on / Safari hunt. needless to say I was a pretty popular 9 year old until everyone started getting an NES. Before Video games it would have been Lego. I'd be in school and all I could think about was getting home to play Chop-lifter. I'm glad I had a much older brother because he bought cool games. The first game's I suppose I made where mazes I'd draw on pieces of paper during class. I'd pass them around to friends. They were inspired by plat former games.

Then in 91 I took my first programming class in Junior High. My buddies and I would program text adventure games. Thing was we never had any tape drives or spare floppy disks so all our work was just for that one session of programming. We'd each try each-others adventures, kill our selves laughing at all the juvenile and completely inappropriate content and then move on with our day. I suppose looking back on that it was about the love of coding and making something all our own, even if it was about to get wiped as soon as the computer was turned off.

I remember when I discovered the randomiser function in BASIC, the possibilities just blew my mind. I started to program all sorts of gambling games. Nothing to complicated though, kinda like 'flip the coin' like @khawk mentioned. Then I discovered Sim-City and that was a game changer for me, no pun intended. I spent hours playing that game and it too was all I'd think about in school. Did I mention I performed horribly in school, because I did, just terrible.

But alas I get bored of things too fast, even uni. So I usually tend to stick to physical jobs as they exhaust me in a good way. I could not imagine sitting in front of a computer for 8 hours a day to earn my paychecks. I'd go Bananas. And now I program as an artistic hobby. I've always made little games, always will I think. Just my ambitions have gotten bigger.

Rutin
Rutin
22 minutes ago, khawk said:

How and why did you start learning game development?

My story started over 18 years ago (been programming for 18 years, but was using tools before that). I've always loved playing games, and when I could find a game that allowed any form of modification I would be stuck in that program for hours re-creating levels. I still remember all the different scenarios I would make in games like Age of Empires 2, StarCraft, WarCraft 3, C&C, Red Alert and Tiberian Sun mods, ect... while learning to program on the side. :D

I was playing a game called: DBQuest which was released in 1993 from Futuristic Idea Studios, I played it a few years later though.

image.png.615b0583fb44444f087acf902a3204c8.png

It was the only commercial game made using the Graphics Adventure Game Builder that I know of. I spent a lot of time toying around with this engine, world builder, and editors, and I believe this engine was released in 1991 from the readme files I still have. From this point on I really wanted to learn how to make games with my own tools.

My journey started with BASIC as an entry into programming, I did toy around with DarkBASIC back in the early 2000's, but I soon went straight into C++ because I wanted more power and versatility. I also toyed around in GameMaker 3 (2001) back when Mark Overmars was the sole owner. I had such a strong desire to make everything myself from the ground up, which left me very passionate about creating my own engines, world builders, and tools.

Since then I've expanded into knowing well over 7 languages, and being well versed in web development (client and server side). I've made a lot of 2D engines, and internal tools that I've used for client projects, and my own little projects.

Most of my time has been spent on low-level programming (engines), and tool development. I'm spending more time on actual game programming now a days. :)

I've also spent just as much time with sound engineering work, and spent a lot of on and off time in graphics. (my 3D skills are lacking but I'm working on this now), but I don't use these skills sets in my professional work.

:) DBQuest was were it all started from, and I'm glad I was so passionate to make my own games after using the engine and tools used to make that game.

Programmer and 3D Artist
Kavik Kang
Kavik Kang

I think it would have been the summer of 1975 or 1976, my grandfather taught me cribbage and pinochle. I was 7. I haven't spent much time not playing games since then. I am usually playing a game of some kind at any given moment, I'm not really normal when it comes to games. The next summer he recognized how quickly I had advanced with games so that summer he taught me how and why Backgammon was not really a game, it was an abacus because no matter what you roll there is always only one best move, so there is never really any decision to make over the course of an entire game of backgammon. It's a more advanced version of the tic-tac-toe lesson. Tic-tac-toe always ends in a tie, backgammon doesn't actually have any decision making in it other than the doubling cube... which is why it has the doubling cube.

My grandfather had a pretty advanced understanding of games and simulations.


"I wish that I could live it all again."
warhound
warhound
16 hours ago, Rutin said:

My journey started with BASIC as an entry into programming, I did toy around with DarkBASIC back in the early 2000's, but I soon went straight into C++ because I wanted more power and versatility. I also toyed around in GameMaker 3 (2001) back when Mark Overmars was the sole owner. I had such a strong desire to make everything myself from the ground up, which left me very passionate about creating my own engines, world builders, and tools.

Ah yes, DarkBASIC, that was my starting point too for programming. I dropped it pretty quickly though once Unity became free.

Well like many I absolutely loved and still love gaming. I'm a lot younger than most on here, so my experiences are pretty different.

This story starts when I was 10/11 years old. My mom, a professor in an IT related field, saw my interest and saw this software known as Alice, though back then it was still Alice 2. To an 10/11 year old kid who was interested in how games are made, this was the most amazing thing ever. Dragging and dropping commands to manipulate a 3d world was amazing. I made several small games with it, but soon reached the limits of its capability.

So in middle school, I moved on to try learning programming. I learned a language known as DarkBASIC, and tried building stuff with it. I didn't get far (DarkBASIC just isn't that great honestly), and moved on to learning Java, etc. At that time, Unity was made free, so I built several small world explorer type things. I learned some very basic modeling with a software known as 3D Canvas.

Now this is where my story diverges a bit from others here: I started to lose interest in pure game dev and became interested in things like AI and machine learning, ultimately prompting me to pursue a degree in Computer Science. Game dev would sit on the back burner for some time.

The past two years did see a bit of a revival in a very related field: 3d art. In particular, I became much more interested in just pure 3d art. So nowadays I spend more time on these sorts of things:
april11render10.thumb.jpg.4c932adb24dc1fedbb82719323be69c0.jpg

april11render6.thumb.jpg.b6254e40191ae64dc8d2e0a07b1ffc89.jpg

(The above is a work in progress btw)

I've attached some other pieces, of which the last two are 1 day mini pieces.

But this is what I do on the side. My job now is in software development, about 1 year out of college. I'm still figuring out career directions (which include graphics, machine learning/AI, or something entirely different), so let's see where I go. I've toyed with several game ideas and still use Unity for making cinematics, but I haven't actually worked on a game as of yet. Maybe I will once more potentially.

Still a huge gamer of course! :)

april11render9.jpg

cellRender1.jpg

feb13render5.jpg

No one expects the Spanish Inquisition!
Tha_HoodRat
Tha_HoodRat

Well I was 6 years on, back in 198t. Then I wrote other games and taught myself how to program with a pen, paper and math grid paper. I was in Africa no access to a computer, just a library card that gave me access to computer magazine and monthly Radio Shack manuals. Eventually through the efforts of an expatriate British English teacher I got my hands on a ZX spectrum, eventually a BBC microcomputer, AMIGA,Archimedes. I released a sprite editor, and a paint program on shareware back in the late 80's on Atari ST. Been doing this as a hobby for years I refuse to be in the industry, and instead been working on network engineering stuff. Currently working with NVDIA developers and CISCO developers and 3rd party company on firmware, firmware and opengl drivers fixing issues with remote graphics on platforms using HP RGS, UGE Openlava on an NVIDIA Grid k2 cards on ciscoc240+ servers.

I was influenced by the Ghetto you ruined.
L. Spiro
L. Spiro
On 4/16/2018 at 4:28 PM, khawk said:

if I had the motivation

Sounds as though you need to hurry up and get motivated.

On 4/16/2018 at 4:28 PM, khawk said:

and while they didn't know what I could do with it (if anything), they left it up to me to figure that out. In the manuals was a BASIC programming guide. And that's when I learned how to make games.

Parenting done right. It’s always destructive to a child’s development for a parent to decide what is “too much” for a kid or to decide when a kid is “ready” for certain things. Young people are knowledge sponges. Drop all the computers, math, science, etc., at their feet and let them decide when and what is enough. You never hear success stories that begin with, “Well, my parents didn’t let me start until I was older.”


L. Spiro

I restore Nintendo 64 video-game OST’s into HD! https://www.youtube.com/channel/UCCtX_wedtZ5BoyQBXEhnVZw/playlists?view=1&sort=lad&flow=grid
Owlish_Ashe
Owlish_Ashe

Let's see...

I think it started at an early age. I remember clearly at age 11 drawing a platformer level on a bit of paper. I had absolutely no clue how to do anything back then (1997) but I definitely wanted to.

The next step was when I started playing Final Fantasy games. I loved them so much I remember I joined a forum dedicated to the games. IIRC it was through there that I encountered RPG Toolkit, the first game dev software I ever used. I started making a very basic game on there. Soon after that I switched to RPG Maker 2000 - the old bootleg version by Don Miguel - this was around 2003ish. I created a complete RPG based on the community on Bolt.com, which was a really popular community site for teens at the time. It was really not a good game, but it was so much fun. Since then I've got a Masters in Animation and during that degree I made a game with some programmers for a class. It was atrociously made, because we only had 3 weeks to do it and none of us were very familiar with Unity, which was the software we had to use. But since then I have learned a great deal about the art side of Unity, and have been working on an RPG using ORK Framework. Yeah, still on my RPG phase lol.

So I guess my life has flirted with game dev for a very long time.


Edit: Oh! I forgot to mention, in 2001 I made a silly game in QBASIC, as that was what we were being taught in my Computing Studies class. It was pretty lame, but it helped me learn the logic of programming, which would help me when I started learning Web development a few years later.

? ------  
desiado
desiado

A lot of good reads here..

On ‎17‎/‎04‎/‎2018 at 12:28 AM, khawk said:

I got a job in the simulation training industry - basically serious games

Yes agree ? i’ve worked on programming games and military simulators. The day to day job is similar. Games are mostly simulations with human-in-the-loop. Only difference is the military simulator had to be accurate, and a game just has to look a feel accurate. I think I will write my story up in a bit.

desiado
desiado
This is my story on how and why I programmed games and got into the games industry.
For me, it all started with the home computer revolution which happened here in the UK during the early 1980s. It almost seemed compulsory that all households had to buy a computer - ours was a Acorn BBC micro. The user interface on these computers was primitive and you needed some technical knowledge just to use them. Books and magazines taught you this and encouraged you to learn more, however, most people just played games on them including myself which I loved! Initially I had limited access to games, so my Dad brought a book of 20 games that you had to type in yourself into the computer. These games were in BASIC and was suppose to have an element of learning about them. Anyway I typed them in and got them working... eventually. After many months of doing this, you get a feel of the code you're entering. When you see a few lines of code which kind of read.
lives=3
..
..
Def proc TouchedAlien
lives=lives -1
if lives = 0 then goto GameOver
It doesn't take long to work out how to modify the code in order to cheat at the game. Also I started to modify the code more to add features and also brought a book dedicated to learning BBC BASIC. I started making my own primitive graphics games and text adventures. I would typically write something in a weekend or week. Some I finished others not but overall I got reasonably good at this.
However, my games were very primitive and ran slow. I found out commercial games weren't programmed in BASIC but instead programmed in something called Assembly. For me, owning a BBC micro, it was 6502 Assembly. I dabbed in and out trying to program in 6502 but it completely baffled me. Total hieroglyphics! It made no sense. There wasn't really many resources available teaching you this advanced stuff at the time, but with a lot of perseverance and trial and error I eventually got there. There really was a moment when it all clicked. Suddenly I understood it!
Programming up to then was an occasional hobby and I still mostly played games. However because of my new found skill my life was about to change. I stopped playing games and became absolutely obsessed with programming assembly languages and mastering it. I use to lay in bed at night spending hours thinking of the fasted sprite routines I could do. New computers came along and I got hold of a cheaper model Archimedes and learnt ARM assembly. I then wrote a game in ARM Assembly which was near 'commercial' quality. I didn't approach any publishers about it though because I was shy, naive and also perhaps understanding that writing commercial games was a full time job - I was still a kid at college. I had signed up to a BTEC software engineering course and then later a similar Degree course at university. These were very new courses at the time and only been running a few years. Because of the time constraints studying, I stopped writing games and got heavily into the 'Demo' scene.
This was late 1980s early 1990s. Demos were just programs showing off some graphical effect pushing the hardware to the absolute limit. Importantly they could be programmed a lot quicker than a proper game and fitted into my life pattern. Typically I would program some demo and upload it onto a BBS for people to download and watch. I even wrote a megademo (a collection of demos stringed together) but then I was done with this kind of thing. Also I had left University, was broke and needed any kind of programming job to start my career.
I got a programming job working on a Military simulator. This was ok but the thought of writing games for a living was still at the back of my mind. After a few years I applied for programming jobs in the games industry and got accepted at a company! I believe this was because I had advanced C++ skills now and the games industry was moving more towards this language. I then worked on commercial games for the original PlayStation, PS2, original XBOX, PC and Dreamcast. I enjoyed my time in the games industry but in 2004 I sort of retired from it, partly because of the stability of the companies I worked for, partly because I didn't feel like I was a true gamer i.e. I only occasionally played games and didn't know much about other games out there. But mostly because normal programming contracts became available to me which paid a LOT more. I got sucked into the more money option. ;)
These days I mostly look after young kids. It has reminded me, watching the kids play, that sometimes you just do things for fun. We forget that as adults, it's not all just 'I'm not getting out of bed unless you pay me £high per hour to write some code'. For this reason I recently wrote a simple android game in my spare time, just for fun, totally free. Reminded me of my old demo days.
Rutin
Rutin

Interesting stuff @desiado ! Thanks for sharing. :)

Programmer and 3D Artist
I_Am_DreReid
I_Am_DreReid

I love playing video games and learning about information technology and after finishing high school I went to community college to do computer science. I will honestly say that programming wasn't really my cup of tea however I could do some stuff with it. After leaving community college and all my friends went of to university I was thinking of ways how I could start my career in it. At first I was ultra interested in cyber security and I started to study real hard to get knowledgeable in that area, at one point I was even willing to do illegal stuff to gain money. Then one day i was browsing online on how to make some money and I was on a game forum (don't remember the name) where some people where talking of how much money they were making creating from their games and it intrigued me. So I quit learning cyber security and went full time into game dev. So far I have finished one simple 2d game that I intend to publish but am saving some money for some fees. I just love game dev,working with different software, creating all the assets then bringing them together to create something marvellous, creating soundtracks, coming up with the idea and plot for the game all these things get me pumped.

//Dre Reid\\
Kiber_Sandy
Kiber_Sandy

Im new to the game developing, but I do really love this thing! I was an artist, so I have never thought I would be interesting in developing games, lol.

Lets start the story... You all may know Subway Surf. I was 13 when I get a new phone for my birthday and I downloaded this app. All my friends had the SS by the time, but my phone wasnt suitable for the games. I was so envious back then haha...

But I downloaded the game as soon as I unpacked a new device. I wasnt very good with Subway, so I didnt earn lot of money. Then my older brother suggested to hack the game for me (he is a programmer now, he doesnt hack these days lol). I was watching the whole process of him hacking the game and wooow. "It looked so incredible!" I thought. So David helped me to learn some things about Android and game developing.


Then I dropped this hobby because of school. But like a year ago I decided to start again. Now Im trying to develop my skill!


khawk
On 4/23/2018 at 6:57 AM, desiado said:

Only difference is the military simulator had to be accurate, and a game just has to look a feel accurate.

Very much this. For a long time - and even still in some cases - Unity and Unreal couldn't handle the requirements for military simulation without major customization. Things like large scale terrain data sets, 10+km object visibility, physics accuracy, multi-faceted scoring systems, interoperability requirements with legacy systems, man-machine interfaces, training scenario tooling, and so on. Of course these continue to improve and become less of a gap, but at the time it's why we ultimately went with a homegrown solution.

Admin for GameDev.net.
HotButtonGames
HotButtonGames

Cool thread.

My love for games goes back to the Atari days, where I would sit and play asteroids for hours. When others would be out swimming, I'd be in my aunt's house playing Mountain King on her Commodore 64. Fast forward to Nintendo, and Konami comes onto the scene with graphics that just blew me away. Capcom had a hand in there too with their exciting playability and good graphics. This inspired me to draw my own game characters and ideas for games, which was a lot of fun but led to nothing at the time. I went to the gaming convention when it came to town, and Megaman 2 was being teased with their innovative giant graphics that seemed like the kind you'd see in an arcade. Mortal Kombat also debuted at that show, and when Scorpion took off his mask to roast the loser, it was life-changing. You could do anything in a game.

Later on I went to college for multimedia and the final project was to team up and create a game. But the game was to be created in Flash, which at the time was great for artists to dig in and make something - but you later learn that it is so far from what you need to know to Really create games. We created a game called Dusk that was similar to Shadowgate from Nintendo, where you'd explore a castle riddled with Slayer/Megadeth/other music tracks - and if you didn't get killed in 20 different animated ways, you could eventually beat the game. We later sold it to the school for marketing. This taught me that (a) I want to spend my life making video games, and (b) you can actually make money by doing it.

I ended up working in Marketing for a variety of companies over the next 20 years, during which time we developed games/apps for DreamWorks Animation, among other smaller companies. I still prototyped my game ideas in Flash right up until two years ago where I set it down for a little while, as it seemed like using that medium was constantly working against me. Three months ago I resolved to find something better, so I picked up Unity and started taking tutorials. It seems like a solid fit. I expanded on the most promising/fun game I had, and vowed to once-and-for-all work towards becoming a full-time game producer. I still have my client work during the day, but if I'm ever going to get to where I want to be, this is where I need to start. I would love to get a team going as that's always the best way to work, but everything in time.


Specializing in 2D Game Design
Lactose
Lactose
12 hours ago, khawk said:

multi-faceted scoring systems

Could you elaborate on this one?

Hello to all my stalkers.

Topic Locked

This topic has been locked by a moderator. New replies are not allowed.

Sign in to reply to this topic.