English, asked by abishanmugam2k6, 5 months ago

how you feel as a game developer

Answers

Answered by deepthi24jyothi
0

Answer:

First of all, average day at the office* usually means one of two things:

1) You're 'just working', simply going over routines and getting things done. This part of the work is mostly for most games best described as mundane, trivial or routine. But it's also crucial to get the game done.

2) Considerably often your routine work is interrupted by problems and obstacles. This is either the fun or annoying part of the work, depending on your personality. For me it's mostly fun trying to solve problems but at the same time it's a little bit awful because you're under a lot of pressure to fix them well and fix them fast which are more or less mutually exclusive.

* a fancy name for your bedroom or living room, I worked in a walk-in wardrobe once

These problems also tend to be of various types:

Simple mistakes you know all too well that are just minor bumps that you quickly iron them in

Trickier things like logic mines that you may figure out quickly or need to track down but can be fixed with relative ease even though it can be laborious to do so (schedules!)

Then there are more complex emerging issues related to design which prompt you to eventually change the design itself and go back and change things that are already done

And last but not least problems that shouldn't exist. Something goes by all conventions and is logically sound and stable design but somehow it doesn't work out. Either during trying to figure out what caused it or trying to change little things it luckily goes away at some point and you end up not knowing what caused it and what fixed it, it's annoying but it happens. Unfortunately you've got a game to finish so you cannot satiate your curiosity to find out more about this once in a lifetime issue

3) While you need to be creative in this field you often don't have any direct involvement with actual design of the game. Instead your creativity is spent trying to overcome those obstacles and fix bugs.

4) The idea for a great game you had - you realize everyone has at least a hundred well thought out ideas in a map, organized by category and theme and sometimes with concept art and illustrations and whole game mechanics thought out. Yes, everyone has ideas. Few people have the funds to afford the development of an entire game and fewer people are in a position where someone else will pay them to work as the designer and in charge of a team.

5) Compromises. Making of a game is full of compromises. Not nice compromises like "Nancy wants hamburger and John wants pizza so as a compromise we'll order from two places". No, nasty compromises like "shall we turn left or right in this T-crosssing? Well, as a compromise we'll drive straight and fall into the ditch!". Compromises like "well, yes, that feature is a core feature that is part of why the game is fun but we'll have to drop it if we want to finish the game". Often games would be fun if it weren't for the compromises involved with trying to get funding to suffice and balancing between few well made features and lots of unrefined features etc. Often these compromises need to be done as a result from things that happen on the road - animation system causes horrible issues, takes twice as long as planned. Now we have to cut a core feature - which wouldn't be bad if we hadn't already cut half of core features away before while trying to shrink the budget to meet funding levels.

Answered by suryaraveendran10
0

Answer:

hi

Explanation:

I feel little bit hard

                            but any 10 year old child  can download GameMaker, go through the tutorials, and develop a game. However, becoming a professional game developer is difficult. Making a game that people will actually pay money for requires skills, hard work, and more than a little luck.

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