encouage child towards game dev?


#1

I have just discovered that my 12 year-old nephew is interested in game development (the technical part, not the storyline/textures/character dev part).

I don’t really even know what any of this means, but thought I’d ask your opinions on a good way to encourage this interest (I’m a 3D artist, but have never entered game dev land).

He has a game cube, PS2, and nice PC - is ther a PC game that includes a good (but simple enough) editor? He likes first person shooters, and aliens.

thanks for any comments


#2

I’ve had alot of fun using SeriousEditor, that comes with the game Serious Sam. There really are no “super-easy” editors for any of the good games, but SeriousEditor is probably the easiest of good games. You can even test the game from within the editor, just takes a couple of seconds to load. The game is also modable with a C+±like scripting language. There are lots of kids around 12 using the editor and there is a forum http://forums.seriouszone.com/ with a mapping section if he needs help.

Most important thing I think though if your kid wants to become a game developer eventually is make sure he likes math and doesn’t mind reading alot. I think I have thousands of PDF files on my computer of comp sci journal articles that I downloaded from school and got from Siggraph and other places. I also have the entire GDALG archive on my comp and read through comp.computer.graphics, comp.graphics.opengl, microsoft.public.win32.programmer.directx, and microsoft.public.win32.programmer.directx.video pretty religiously. The technical side really is about 90% research/10% programming.


#3

Well if he’s into the coding side of things then definatly check out the engines DarkBasic Pro and Blitz3d. They’re coded in C++ so they have the speed of other engines but they simplify the scripting so it’s more like the BASIC language which is pretty friendly. The creators of DarkBasic also havea very basic game creation engine which is geared towards those who don’t code so it’s more of a point and click or drag and drop interface for basic 3d games. Modding games is also great fun for a kid to do. When I was younger I always played around with Quake editors and created some mods with QuakeC. Mainly I just changed models around and altered numbers to create more blood …my favorite was then Nuke missile I “coded”. :wink: just upped the damage of the rocket, changed the model, and slowed it down. It was pretty hilarious… Most games that are out now have lots of resources for editing so it just depends on what PC games he has. If he’s 12 I’d stay away from some of the newere FPS games though…not really suitable for 12 year olds but that’s up to the parents I guess. :slight_smile:

www.darkbasic.com
www.blitzbasic.com


#4

Get them Dark Basic! :bounce:

If only I had that insted of “Learn to read 4”… :cry:


#5

There are TONS of free engines and basically every First person shooter nowadays(and a load of other genres aswell) have a level editor. Nowadays, these editors allow you to do way more than just edit/create your own levels. You can mod(ify) any game into virtually another game.

Some of the most used leveleditors around:

Unrealed (from the game UT2004, or basically any unrealengne powered game, such as tribes vengeance)

Hammer (half life/counterstrike/half life2 editor)

Sandbox (Far Cry editor)

Battlecraft Vietnam (battlefield vietnam level editor)

And a link where a lot of engines are summed up:
http://www.devmaster.net/

Really usefull site. If he’s into programming, he could definitly try some of the open source engines, they’re free to use, it depends on the engine if it stays free if you actually want to start publishing things though… However, it will prety much always be relatively cheap.


#6

12-year old kid on the DarkBasic engine (read it it’s really cute):
http://forums.seriouszone.com/showthread.php?t=41018

I wouldn’t get him the dark basic engine, because there’s only
so much a 12-year old kid can do with it. I think your initial
idea was good though - find a game with a fairly easy to use
editor and possibly one where you can mod the game.


#7

In the end, I don’t think you are going to find a ‘simple’ game editor for new games, simply because, pretty much every single new game is about as far away from simple as you can get :slight_smile: However, since he likes FPSs and aliens (hell, what kid at 12 doesn’t, I ask? I know I did…) I’d go with starting him up with UnrealEd. As long as he can grasp some of the basic concepts like brush-based mapping, tehn he should immediately (or at least, fairly soon) begin to create maps, albeit primative ones. And it is one of the most powerful editors out there, so once he gets past simple things, he can move on to the more difficult ones. And, of course, you always have the other thing that comes with UnrealEd, you know, the game? :smiley:


#8

The industry can be fairly competitive to get into, any skills he can develop to help that is a plus. There are many courses and other institutions that are able to provide a good education in 3D graphics and programming, so it is worth looking around. I work at the NCCA in bournemouth, UK, http://ncca.bmth.ac.uk . We look for a requirement in both Art and Maths skills - infact we regard these skills above 3D software and programming. In my experiance, the people who have the best traditional art skills are best able to create something interesting and unique.

At this stage, aliens, space ships etc are a good place to start, however we see literally thousands of students with these things when they come for an interview. The people with work that stands out tends to be the people who get accepted onto the courses here (more often than not, traditional art rather than 3D work). The work that stands out is usually not aliens!! :wink:

The best advice is to encourage him into the field, but try to get him to think “outside the box”. We’ve seen many first person shooters before, what will make his stand out from the rest? It’s this ability that is likely to make him stand out. Encourage him to spend time painting and sketching his ideas out, sketch books to accompany work of this sort will be worthwhile for any interviews etc. (even if he thinks he cannot draw, spending time practicing and improving those skills is more beneficial than you might think…)

rob


#9

WOW… After reading that kids form, well… Cute is an understatement… Its more like scary! Well at least he tries…

 If your sure that the direction that the kid wants to go is programming, than I would get him [this](http://www.amazon.com/exec/obidos/tg/detail/-/0321197240/qid=1105159476/sr=1-11/ref=sr_1_11/103-7620053-7338231?v=glance&s=books) book, and (contrary to others thoughts) [DarkBasic Pro](http://www.amazon.com/exec/obidos/tg/detail/-/B0000C7FOD/ref=pd_ys_pym_all_15/103-7620053-7338231?v=glance&s=software). DBP has an fairly large community, and lots of tutorials to help him get going (as a side note, Torque also has a large fan base)

#10

I’m not a coder by any means. But I do enjoy slapping a level together once in a while. I found the Unreal Editor to be pretty good. There’s a ton of options and small things to look through, but alot of the simple things are for the most part ready to go. Importing models/textures are really easy. But since, like I said, I’m not a coder I couldn’t tell you how the lanuage looks. Anyway there is a huge community of people who use it so he could always find an answer to any question he’s got.


#11

A buddy of mine who works with radiant, and he knows his way around it pretty well.
The more I work with unrealed, the more I can do in it, true, but the more akward I find it to use.
From the screenshots, sandbox seems to have a very good editor (from workflow point of view) a little higher learning curve, but way more tools are within your grasp without constantly cluttering the view like unrealed does.
I unfortunately know only unrealed to a fair extent, but when I see how other editors do certain tasks, I get envious. Not because the grass is greener on the other side, but because the workflow is better. Ever tried saving or opening packages? it keeps saving, opening half the package. The concept of a package can contain everything is quite nice, but when you want to open textures from say an ukx or .u file, you need to open it seperatly.

Managing your files within unrealed is a disaster. When I want to open a file, I expect it to open it, when I want to save a package/file, I expect it to simply bloody save it, without keeping X package0 files which apparently need to be backuped when they don’t when I want to edit a package, I don’t want to delete half the content and reimport it. when I work in unrealed, I want to work with it and not fiddle around with dozens of workarounds. In radiant, you can simply zip it. True, you can save and group textures in unrealed, but half of the time if you work with both static meshes and textures and save them simoultaniously, they corrup one or the other.

Haven’t tried it with the 2 latest patches though, but this particular problem has been around for so long and it is not fixed. This is not reliable, you end up exporting and importing endlessly this way. Rearranging meshes or textures isn’t exactly easy or bug free either. remove the old ones, reimport them etc, instead of simply dragging them into a new or another group. Another little thing that bugs me and is still not implemented: import ase as collision. Just something that may seem unimportant. But damnit, I’d like to use it, the button is there, but it doesn’t work yet.

This fella that uses codradiant also used worldcraft, and he prefered it above codradiant. He’s more into this than I am, and although I can do more with the unrealeditor now, he has epirience with it as well.

So I’ll probably shift to hammer sometime.

One other editor I’ve found out still exists is QUARK. It seems better than unrealedit, and with it you can create levels for a series of games. From Quake to Half Life2.

And since I’m getting to know jamlander, this entire unrealprocess might become a lot more straightforward.


#12

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