When I first decided to take that first leap as a developer, I had no idea how to program. None.
Hell, I am still muddling my way through a few years later and initially, it was embarrassing. I mean, let’s be real. When I worked in the industry, I was the person who knew lingo, went in between departments, hired and fired staff, and coordinated deliveries to publishers. I was production; which is perfect when it comes to tackling the logistics of marketing, vendors, business acumen and legal negotiations…
But just as many devs talk about how they lacked skill in the ‘adult stuff’, I lack the skill in the tech stuff, and sadly, translating the creative from brain to screen. I don’t see many dev blogs being bare bones honest about their lack of skill, so I thought I can be the first to put the ‘Hello! My Name Is-‘ sticker on my chest and weakly raise my hand when it comes to the lack of knowledge in the development department.
If anyone is following along, I started my first blog with the prepping of owning a game dev business, because it was easy for me. Thankfully, when it comes to coding syntax, I’m not starting from scratch. I’ve worked with JS, Unreal, GSC and AS3 in multiple design experiments…
Yet, I feel embarrassed. During my tenure in various studios, I lacked the belief in myself that I would have the ability to code, thus I never asked any questions. I could tell you about level in Symphony of the Night. I could give detailed dissertation about LucasArts games…but I lacked the balls to ask engineers, and seasoned devs ,what a ‘for’ loop was; or why use ‘while’. What are good practices in OOP and how do you go about translating your creative processes to digital art?
Perhaps it wasn’t my time to know because I wouldn’t appreciate it, so I’m learning now! I’ve always had a love for games and perhaps these blogs will inspire people with non coding backgrounds to take the plunge and follow their passions as I am. It’s tough, but I want to show my evolution with a flagship project; a yardstick to show growth of my creative/ technical skill as I publish more games and write more stories.
Ladies and gentleman, I present: geom.ETRI.
What Is geom.ETRI?
This. It’s broken, but hey. It’s here.
And I’m not gonna bad mouth it. It’s a start and hey, it successfully built! geom.ETRI is the established yardstick of my skill. I’m going to be ever so slightly selfish, but geom.etri is my personal baby. A tiny baby, but he’s gonna get his Wheaties. Don’t worry about that. To keep myself honest, I wanted to show where I’m at with it at this very moment and put it out to the public to critique it.
I always loved Flat Design. And while I was surfing I found this awesome piece of flat that kinda turned my crank with the color scheme. I promised myself I would open Illustrator, make some rudimentary shapes and play with the Endless Runner tutorial I worked through via GamesPlusJames.
It was the best Unity2D tutorial I’ve experienced thus far since it answered a lot of ‘whys’ and got my feet wet with Unity’s UI. I hit a few snags when it came to using UnityEngine.SceneManagement, but there I found some pretty decent tutorials/explanation on youtube as well as reddit’s r/Unity3D channel.
What is geom.ETRI going to be?
As I make stuff, I want to take what I learned and add it to geom.etri and watch it grow into a robust experience and hopefully a fufilling game with great mechanics, particle effects, a story and a decent looking UI. Rome wasn’t built in a day. When it’s fully functional, I’ll upload and free .apk in the Google Play store and update as I make things and post them. I’ll update the change log and talk about the game that influenced it.
Other cool things happening?
I’ll update on my next game I’m working on in the future as well. That way I can sum on things I learned along the way such as publishing platforms that use HTML, profit statistics between Mobile and web portals, knocks and bumps and maybe even Steam and GOG one day. I think I talked enough; back to work.