Gamedev Adventures

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See, that’s what the app is perfect for.

Sounds perfect Wahhhh, I don’t wanna

What is a game? An adventurers perspective of the beasts she loves / ¿Qué es un juego? La perspectiva de un aventurero sobre las bestias que ama

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For a game dev adventurer, this should be the most important question

to answer. But in our haste to find games in there natural habitat we forget or even neglect to do so.

We should be careful with that, more so at the beginning of our adventure. Every little detail will help us.

Knowing how games look, feel and what they usually enjoy doing during the day … or why not, during the night, are all clues that will guide us through the dungeons and forests were they roam freely. But if we don’t know anything about what makes them the way they are we will be lost in the night with no flashlight to show us where to go.

What is a game?

We will begin by looking at some famous adventurers that had come up with their own definitions.

The first comes from a book called “The Grasshopper”, written by the adventurer Bernard Suits. He writes that “a game is the voluntary attempt to overcome unnecessary obstacles”

Game Designer Sid Meier says that “a game is a series of interesting decisions.”

In “Game Design Workshop” Tracy Fullerton defines a game as  “a closed, formal system that engages players in a structured conflict and resolves its uncertainty in an unequal outcome.“

Jesse Schell explores various definitions in his book, “The Art of Game Design”, eventually deciding on  "a game is a problem-solving activity, approached with a playful attitude.”

What is a game?

The question had been tried to be answered before, many times, by different people with different backgrounds. I chose these definitions because I feel each has at least one element we associate with games. But, if you noticed, we are still missing one important element that none of the adventurers up there mentioned.

Fun.

Don’t we play games to have fun? Even those that don’t feel compelled to listen to the call to adventure can tell you as much. A game is something you play to have fun, to enjoy. This is what most people will tell you if you ask them why they play games. So how come none of this definitions even reference it? It was at this conundrum that my search took me even deeper, searching for someone whose approach to this question tackled the fun element.

Enter Chris Crawford, he makes a ramification of “playthings” adding a different element to each branch in order to differentiate them from one another until we reach a plaything that has all the elements we find in games. According to this classification, we can say that in order to be considered a game this “plaything” should be: “Fun, interactive, goal oriented and involve other agents that can interfere with and influence each other.”

Now the element of fun is finally included on a definition, even if it’s more a list of characteristics, but despite Chris Crawford’s excellent conclusion it still shouldn’t satisfy our adventurer’s inquisitive minds, all those characteristics, and definitions are what games look like to the eyes of all those magnificent adventurers.

What does a game look like to us?  What does it look like to me?

What is a game to the Game developer Adventurer?

“A game is a system in which the players voluntary overcome imaginary conflicts, defined by rules, that resolve into a measurable outcome.”

Indeed, this one seems like a mash-up… and it is, I took the elements on each definition that made the most sense to me. Being a storyteller at heart with good experience on gameplay programming this is what a game looks like to me. A system, because it is what makes it interactive, agency that gives the player the freedom to participate or not, a conflict which is the core of any good story, rules that make the resolution of this conflict challenging and a measurable outcome that will help us discern if we won or lose the game.

And now you surely most thing what was the use of all this journey?

Had you come all the way through a dense forest only to find the treasure already taken?

This isn’t the case, the treasure is here, rather in a more metaphorical form than what you thought it would be. I wanted you, my fellow adventurers, to start the process for your own definition. By showing you what others had worked with and expanded upon I hope to give you the jump start that will ignite your own search for this answer.

Be patient and flexible, keep in mind that there is not a  true answer, we all experience games in our own particular way. We all have our own expectations of what a game should feel like. The answer will help you identify better ways to go on in your adventure of game development. By knowing exactly what you are searching for its easier to pinpoint what elements to focus on. And why not? Maybe even ignore later on.

Remember, in all things creative, rules are there for both to be followed and broken. Use your answers to understand what type of games you want to create and expand on that definition by defying and breaking what you previously believed in.


Para un aventurero, esta debería ser lap pregunta mas importante a responder. Pero en nuestra presea de salir a encontrar juegos en su habitat natural tendemos a olvidar o hasta ser negligentes con esta tarea.

Debemos ser cuidadosos con esto, incluso aun mas cuidadosos al inicio de nuestra aventura.

Cada pequeño detalle ayuda.

Sabiendo como los juegos se ven, se sienten que hacen usualmente durante el día o ¿Porque no? Durante la noche.Son todas pistas que nos guiarán a través de las mazmorras y bosques donde viven libremente. Pero si no sabemos nada sobre sus hábitos, sobre que los vuelve lo que son, nos perderemos en la noches sin una sola linterna para mostrarnos el camino.

¿Qué es un juego?

Empezaremos revisado las definiciones que otros aventureros han encontrado durante sus viajes.

La primera respuesta la encontré en un libro llamado “The  Grasshopper”, escrito por el aventurero Bernard Suits. El escribe que “un juego es un intento voluntario de superar un obstáculo innecesario.”

En “Game Design Workshop”. Tracy Fullerton define un juego como “un sistema cerrado, formal,  que involucra a los jugadores en un conflicto estructurado que resuelve su incertidumbre en un resultado desigual.”

Jesse Schell explora varias definiciones en su libro “The art of Game Design” y eventualmente se decide por “un juego es una actividad de solución de problemas con un acercamiento que implica un actitud juguetona”

¿Qué es un juego?

Se ha intentado responder la pregunta, muchas veces, por diferentes personas con trasfondos diferentes. Escogí estas definiciones porque siento que cada una contienen al menos un elemento que relacionamos con los juegos. Pero, si lo notaron, aun nos falta un elemento importante que ninguno menciono allá arriba.

Diversión.

¿No jugamos acaso por diversión? Hasta aquellos que no sienten el llamado de la aventura como nosotros pueden decírtelo. Un juego es algo que juegas para divertirte, para disfrutar. Esto es lo que ella mayoría de las personas podrán decirte si les pregunta porque juegan. Así que, ¿como es que ninguna de estas definiciones hace referencia a ala diversion? Fue con esta interrogante que mi búsqueda me llevo aun mas profundo, tratando de encontrar a alguien que usara este enfoque para responder la pregunta.

Entra Chris Crawford, el hace una ramificación de “cosas divertidas” agregando diferentes elementos a cada rama para diferenciarlas unas de otras. Esto sucede hasta que alcanzamos la rama que representa las juegos. De acuerdo a su clasificación, podemos decir que para que una “cosas divertida” sea un juego esta debe ser “Divertida, interactiva, orientada a metas e involucrar otros agentes que puedan interferir e influenciarse entre ellos.”

Ahora que el elemento de diversión finalmente esta presente en una definición, aunque sea poco mas que una lista de características,  pero a pesar de la excelente conclusión de Chris Crawford no deberíamos sentirnos satisfechos aun. Todas esas características y definiciones son el punto de vista de otros aventureros.

¿Cómo se ve un juego para nosotros? ¿Cómo se repara mí?

¿Cómo se ve un juego para el Game Developer Adventurer que soy?

“Sistema en el que los jugadores enfrentan voluntariamente un conflicto imaginario, definido por reglas,  que termina en un resultado medible.”

Esto le puede sonar a una mezcla y lo es, tome todos los elementos de las otras definiciones que tenia sentido para mi. Siendo novelista corazón y teniendo una buena experiencia en programación de juegos así es como los veo. Un sistema, porque es lo que los vuelve interactivos, libertad de decisión que le permite al jugador participar o no, un conflicto que es el núcleo de toda buena historia, reglas que hace que la resolución del conflicto sea desafiante y un resultado medible que nos ayuda a asar si ganamos o. Perdimos el juego.

Ahora seguramente se preguntan. ¿Cual fue el propósito de este largo viaje?

¿Hemos atravesado un denso bosque solo para encontrar que el tesoro ya fue tomado?

Este no es el caso, el tesoro se encuentra aquí, solo que de forma mas metafórica de la que imaginábamos. Mi objetivo era, colegas aventureros, darles un empujón para que inicien su propia búsqueda para esta respuesta. Enseñándoles lo que otros han trabajado y expandido esperaba darles una idea de hacia donde quieren dirigir esta búsqueda.

Sean pacientes, mantengan en mente que no existe una sola respuesta, cada quien experimenta los juegos a su manera particular. Todos tenemos nuestras propias. Expectativas de lo que un juego debe ser. La respuesta les ayudara a identificar mejores maneras para continuar su aventura en el desarrollo de juegos. Sabiendo exactamente que están buscando les permitirá ver mejor los elementos en los que concentrarse. ¿Y por que no? Quizás ignorarlos después.

Recuerden, en cualquier cosas creativa, las reglas existen para se seguidas y rotas. Usen su propia respuesta para entender que tipos de juegos quieren crear y expandan esa definición desafiando  todo lo que antes creían verdad.

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The legendary weapon we all wield - Tips and Tricks

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Today I come to you, fellow adventures to talk about the magical weapon used since ancient times. A weapon that has seen many impressive notes from game development adventurers like you and me. It is something we all have used, sometimes without knowing the true mightiness it possesses.

In fact, I’m using it right now, the material this journal is made out of. Paper… and dragon hide but that is a story for another time. Paper, despite its humble appearance, is a powerful weapon to wield especially when that elusive game is moving all around the map avoiding every approach you try.

Skittish games can be difficult to watch even more when the terrain around is a heavy jungle that hides it from plain sight.

When all those glimpses you have been documenting start to pile up in the journal and you go back home to pin them to the wall. The landmarks where you had glimpsed at the game, the few sketches about how it moves or how it behaves while being in danger, start to make sense. The big picture is finally in the open for you to see and with this information, you can finally find the perfect place to wait and silently learn and document all about this creature that had eluded you for so long.

Remember fellow adventurer, paper knows better, as long as you use it diligently. It doesn’t matter how small or big the note you make is. In the end, it will all come together for you if you allow the paper to do its magic.

Find a good place from where to watch, eliminate all distractions and hold your hand ready.

Hoy vengo a ustedes, colegas aventureros, para hablar de un arma mágica usada desde tiempo inmemorables. Un arma que ha visto muchos apuntes impresionantes de desarrolladores aventureros como tu y yo. Es algo que todos hemos usado, aveces sin saber la verdadera fuerza que posee.

De hecho, me encuentro usándola en este momento, el material del que este diario esta hecho. Papel… y cuero de dragon pero esa es una historia para otro momento. El papel, a pesar de su humilde apariencia, es un arma poderosa de blandir. Especialmente cuando ese juego tan elusivo sigue moviéndose por todo el mapa, esquivando tus intentos de acercarte.

Juegos asustadizos pueden ser difíciles de observar, aun mas difíciles cuando el terreno es una espesa jungla que lo oculta de vista.

Cuando todos esos vistazos que has logrado documentar se acumulan en tu diario y regresas a casa para ponerlos en la pared. Los puntos donde vislumbraste el juego por unos segundos, los pocos bosquejos que lograste hacer sobre como se mueve o su forma de comportarse ante el peligro empina a tener sentido. La imagen completa se forma y finalmente tienes ante ti el lugar perfecto para esperar silenciosamente a que el juego aparezca.

Recuerden colegas aventurar, el papel sabe mejor que nadie, siempre y cuando lo usas diligentemente. No importa que tan pequeña o grande el apunte que hagas. Al final del día todo se sumara siempre y cuando permitas al papel hacer su magia.

Encuentra un buen lugar desde donde observar, elimina todas las distracciones y prepara tu mano.

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game design diseño de juegos gamedev desarrollo de juegos game development game dev blog game developer tips & tricks paper is a mighty weapon dont think about it to much an let it flow one hour is all it takes once you have been thinking about it enought el papel es un arma poderosa no lo pienses demasiado y dejalo fluir una hora es todo lo que necesitas una vez que has estado pensando en ello lo suficiente

Intermission / Intermedio

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Hello fellow adventurers, it’s been a while since I had written down a new entry for this journal. One year and five months to be precise. Much has happened during that silence, more is still to come. Exploration has taken me to some pretty interesting ecosystems where I had found some specimens that evolved in different ways from their cousins. Those new discoveries had brought me to see the creatures we call games in many different lights and had given me new topics to document in the journal.

This brings me to the main subject of this entry, the types of entries and topics I will be documenting from now on. Don’t despair, the adventures will still be present. But with the new experience I have come to earn, I feel like my new adventurer level will allow (and demand) a more academic and practical approach for this journal.

So far I visualize a bit more of theory, tips and tricks, some practical knowledge like methodologies or engines, the adventures of course and maybe some musings (entries where I will just ramble on about things that had kept me thinking).

The plan is to have at least to entries a month, one inclined towards the theory side of the spectrum and the other with a more practical use.

What do you think? Any topic you are interested in?

Hola compañeros aventureros, ha pasado un rato desde que escribí una entrada nueva en este diario. Un año y cinco mese paras e precisos. Mucha ha sucedido durante este periodo de silencio, muchos mas esta aun por pasar. Mis expediciones me han llevado a algunos ecosistemas bastante interesantes, donde he encontrado especies que han evolucionado de formas diferentes a sus primos. Esos nuevos descubrimientos me han dado una perspectiva diferente desde la cual ver a las criaturas que llamamos juegos y me han dado nuevos temas que documentar en el diario.

Esto me trae al motivo principal por el cual escribo esta entrada, el cual es hablar sobre los nuevos tipos de publicaciones y temas que estaré documentando de ahora en adelante. No se preocupen, las aventuras seguirán presentes. Pero con la nueva experiencia que he ganado, siento que mi nuevo nivel de aventurero me permite (y demanda) un acercamiento mas académico y practico para este diario.

Hasta el momento visualizo mas teoría, tips y trucos, algo de conocimiento practico como metodologías y engines, las aventuras por su puesto y quizás algunas divagaciones (publicaciones donde hablare de temas que me han dejado pensando).

El plan es tener dos publicaciones por mes. Una mas teórica y otra mas practica.

¿Qué piensan al respecto? ¿Algún tema en particular que les intereses conocer?

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thinkplicks-deactivated20181207 asked:

Hey, I just discovered your blog and as a lover of the video game industry and the internal gears that give it life, I think your content is wonderful! I will be attentive to him.

Thanks! Your ask made my day :D

I had a hectic adventure that stopped me from writing new game dev tips and tricks but things had been slowing down a bit. Hopefully next month I’ll be able to get back on track. 

Keep tuned!

Fast Prototyping

This adventuring method can be fearsome at first. Especially fresh out from adventuring school. The faster you can get your prototype ready and start iterating on it the better.

Fellow adventurer, there is no magical process to finish a prototype fast without spilling some blood and sweat first. What I have found to be helpful to fast prototype something is as follows:

START DOING SOMETHING anything will do, I can assure you the idea you started with will mutate during this process. Sometimes it will have some semblance of the first idea, but most of the time it will be a completely different creature to what you thought of at the start.

Back at my adventurer’s guild, we have a process to generate random game ideas from wich we choose one by voting. This one becomes the game to prototype in the lapse of 7 days.

At first, it will feel overwhelming.
Where do I start?
Am I doing the right thing?
Does the idea I´m following is possible?

Don´t be afraid to completely ignore de game idea you started with if you find a  fun mechanic during your travel. The game idea is for a jump start.

What I have found to be helpful is to start with the main movement mechanic of the character. Then I go with one of my fellow adventurers and ask them to test it.

Knowing what questions to ask without influencing them is the trickiest part, especially if I don’t know yet where I want to go with this mechanic. Do not fret, watch without intervening much, explain how the controls work then let your test driver explore.

The feedback you need will normally appear during the first minutes. Sometimes not even a full minute will pass. The longer you see them toying with your mechanic is the best way to know you are going the right way.  Nothing is more exciting than seeing them play with your prototype for ten or more minutes. And you haven’t even added a way to win or lose!

Yo got movement nice. Now whatever you choose to add, be it a way to lose, a way to win or and even more awesome movement make sure to make it once at a time. Same with the changes you decide to make to whatever mechanic you already have implemented in the prototype. You don’t want to play the guessing game when you change the movement of the player, plus the enemy´s AI, plus the score counter to see which one was the right choice and which wasn´t.

The idea is to have a playable level with the core mechanic of your game after those 7 days have passed, art and sound most be good enough to not distract your players from the important part (core mechanic) but simple enough that they won’t take you time.

Good luck young grasshopper and happy prototyping.

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Note from the weary adventurer / Nota del aventurero exhausto

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From now on, adventures won´t be written in any specific order. They will appear according to what comes to mind first, I must confess  I may or may not have forgotten to follow religiously with the note-taking part of the adventurer profession. If any important epiphanies come to me while recording the present adventures I promise to record them this time.

Listen carefully now dear adventures in training, new kind of entries will be added to this humble journal, those will talk about the dangerous creatures and nasty landscapes I had the fortune (or misfortune) to explore. Such as the Wonderfull but dangerous One-week Challenges, or the scary and bothersome Client Handling, others will be about the good practices and habits I had found help the process of adventuring overall.

I´ll be writing down some of those new kinds of entries soon, be alert. You may find some of them useful for your own adventures.

De aquí en adelante, las aventuras no tendrán ningún orden en especial. Aparecerán según pasen por mi mente, debo confesar que podría o no haber olvidado la importante tarea que es tomar notas en esta hermosa profesión que es la de aventurero. Si alguna epifanía importante llega a mi mientras realizo anotaciones sobre otras aventuras prometo que esta vez si las apuntare.

Escuchen atentamente aventureros en entrenamiento, un nuevo tipo de entradas será agregados al diario.  Hablaran sobre las peligrosas creatures y escenarios desagradables que he tenido la fortuna (o infortunio) de explorar. Como el maravilloso pero peligros Reto de una semana, o el aterrador y molestos Visita del Cliente. Otras entradas hablaran de las buenas practicas y costumbres que he descubierto ayudan a que la actividad de aventurero sea mas fácil de llevar.

Mantenganse atentos, pronto estaré escribiendo alguna de este de entradas. Podrían serles de utilidad a alguno de ustedes en su próxima aventura.

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Adventure 2 / Aventura 2

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Adaptability is the magic word today. You won´t be able to use your favorite game engine all the time, in fact, there will be times you won’t be able to use one at all.

Do you remember that second interview? They added a quest! “Finish the level using this specific engine.” They said. I had never used the engine before, not even heard of it. I was at fault for never wanting to come out of my comfort zone called unity. I told then I had never used it before. There answer? “Don´t worry, do whatever you can.”

I was never told how I did on the quest, the job was given to me so I guess that said something. Google is that wise old man that prepares you for the adventure, ask him everything you want to know.

And that is how my adventure as a game engineer started (Jr but you have to start somewhere, dont you think?)

Adaptabilidad es la palabra mágica de hoy. No siempre tendrás la fortuna de trabajar con tu game engine favorito, incluso habrá ocasiones donde ni siquiera podrás usar uno.

Recuerdan esa segunda entrevista? ¡Incluyeron una quest! Termina este nivel con este engine. Uno que jamás había usado o escuchado al respecto. La culpa es de mi mal habito de quedarme con unity y no explorar las opciones que hay en el mercado. Eso les dije. ¿Cuál fue su respuesta? No importa, haz lo mejor que puedas.

No me entere del resultado de esa quest, me quede con el trabajo así que eso debería decirme algo. Google es ese anciano sabio que te prepara para tu aventura de héroe, pregúntenle todo lo que se les ocurra.

Así es como mi aventura como game engineer inicio (Jr pero por algo se empieza).

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Adventure 1 /Aventura 1

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Sometimes the interviewers will be even more nervous than you… or at least look like it.

Let’s be honest, this was my second interview so I really hadn’t had that long of a journey yet. I was incredibly nervous and didn’t know what to expect. Luckily for me, the place I was applying to had this lax startup environment that made it easier to calm down.  

Relax, you know what they are asking, answer confidently.

A veces el entrevistador estará mas nervioso que tú…. o al menos eso parecerá.

Usando toda mi honestidad, esta fue apenas la segunda entrevista que tuve, así que mi viaje realmente apenas comenzaba. Los nervios me atacaban incesantemente y no sabía que esperar. Afortunadamente la empresa a la que aplique tenia un ambiente relajado de startup, lo cual hizo mas fácil que me relajara.

Relájate, conoces lo que te están preguntado, responde con seguridad.

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Start / Inicio

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Welcome adventurer, this journal documents every single lesson I have learned during my first year as a game developer. It´s my own singular way to process all that experience I have been accumulating and that will keep increasing with time. I hope you will find it enjoyable or at least entertaining.

Warning: Despite its fair appearance this journal is home to terrible beasts and monsters that will eat you without hesitation, proceed with caution.

Bienvenido aventurero, este diario documenta las diferentes lecciones que he aprendido en el emocionante viaje que ha sido mi primer año en el desarrollo de videojuegos. Es mi forma de procesar toda esa experiencia que he ido acumulando y que seguiré obteniendo con el paso del tiempo. Espero sea amena tu estadía o al menos entretenida.  

Advertencia: Aunque de apariencia tranquila y apacible este diario alberga también temibles bestias y monstruos que no dudaran en devorarte, procede con precaución.

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