A few months ago, the "Learn To Make Video Games - Unreal Developer Course In C++" Kickstarter campaign (https://www.kickstarter.com/projects/bentristem/learn-to-make-video-games-unreal-developer-course/description) was successfully funded. The campaign creators promised to develop a course where you learn by creating games in the following series of projects:
- a very simple console game (similar to "Rock, Paper Scissors") called "Ant, Human, Tank"
- a 2-D game
- a 3-D tank game
- a virtual reality compatible space game
Already, the first project has been released as an Udemy course: Introducing C++ For Unreal Engine 4 Game Development (https://www.udemy.com/unrealcourse/).
Anyone interested in creating games in Unreal Engine 4, check it out.
Off the top of my head, I'd say the amount of work needed to develop a full-fledged 3D game is something like this (assuming Unreal or Unity as a platform):
Character (and item) modeling and animation: 80%
Zone/Level/Map design: 15%
All programming: 5%
If you already have modelling and animation skills, then a class like this might give you what you need to write a game yourself. But WITHOUT modelling and animation skills, you are simply not going to be able to design an immersive 3D game.
The typical approach is to make teams, and 90% of the worker bees will be devoted to character modeling, design, animation and map design.
It's all about the curly braces.
Quote from: chuckv3 on January 05, 2016, 03:59:51 PM
Off the top of my head, I'd say the amount of work needed to develop a full-fledged 3D game is something like this (assuming Unreal or Unity as a platform):
Character (and item) modeling and animation: 80%
Zone/Level/Map design: 15%
All programming: 5%
If you already have modelling and animation skills, then a class like this might give you what you need to write a game yourself. But WITHOUT modelling and animation skills, you are simply not going to be able to design an immersive 3D game.
The typical approach is to make teams, and 90% of the worker bees will be devoted to character modeling, design, animation and map design.
In my experience, granted as an Indie developer it's not standard of most studios, it's actually more like:
Character Modeling/Texturing: 10%
Character Animation: 15%
Environment/Prop Modeling/Texturing: 15%
Level Design: 35%
Programming and testing: 25%
Making the characters and animations, if done right, actually takes the least amount of time. The time sink comes with making the environment believable and making it not so empty, flat, and uninteresting. Programming and testing gameplay mechanics for performance and bug-fixing, as well as testing for "fun-factor" is a close second.
Of course, those numbers can change a lot depending on the individual game...