Right after I became a (professional) game developer, I noticed some strange thoughts in my head while I was playing any game. Instead of simply enjoying the game, I keep on thinking how something was done. “Did they use a graph to control the movement of that monster?” or “How many states does this FSM have?” are some of the questions that pop up.
Sometimes I see a great game, full of cool features and breath-taking art, and I wonder that it could only be made by an army of developers. Later on while reading the credits I discover that a single person made all that! He used free assets/sfx, a lot of passion and dedication. It inspires me to see a great game made by a small team, or a single person, it’s like a reminder saying “See? You could do that too, it’s not impossible!”.
Thinking about that, the how things are made and that it is possible to make them, I’m kicking off a new series of posts called Game Dissection. This series aim to motivate and enlight game developers by showing how a game was made. I will try to reach as many developers as I can, asking for development info, such as game engine, IDE, techniques, mechanics and so on.
I hope this series will help game developers realize that a great game can be made under hard circumstances, such as when you don’t have an art team or have a very low (or non-existent) budget. If you know of a game made by an “approachable” developer, just let me know! It can be my next game dissection subject.
In order to illustrate the dissections, I will use the awesome art by Mads Peitersen (http://madspeitersen.com/). He gently allowed me to use his images in the series and I’m extremely thankful for that. Thanks, Mads!
Let the dissections begin! Stay tuned!
Syed Asim Ali liked this on Facebook.
RT @as3gamegears: New series at As3GameGears: Game Dissection! http://t.co/tIsTkzkPyM #as3 #flash #gamedev
@as3gamegears Badass… Definitely keeping my eye on it
[…] also did some cool things that are not related to code. I’ve bootstrapped a new series called game dissection here at As3GameGears. It allows me to motivate other developers (including myself) showing how a […]