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    <title>DEV Community: Andreas Szekely</title>
    <description>The latest articles on DEV Community by Andreas Szekely (@mr_zekel).</description>
    <link>https://dev.to/mr_zekel</link>
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      <title>DEV Community: Andreas Szekely</title>
      <link>https://dev.to/mr_zekel</link>
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      <title>How Game Development taught me how to manage a project</title>
      <dc:creator>Andreas Szekely</dc:creator>
      <pubDate>Thu, 12 Dec 2019 21:47:08 +0000</pubDate>
      <link>https://dev.to/mr_zekel/how-self-gamedev-taught-me-how-to-manage-a-project-134j</link>
      <guid>https://dev.to/mr_zekel/how-self-gamedev-taught-me-how-to-manage-a-project-134j</guid>
      <description>&lt;h2&gt;
  
  
  Game Development is an art.
&lt;/h2&gt;

&lt;p&gt;It combines so many disciplines, and it is really tricky to manage it.&lt;br&gt;
Programming is the core. But a game is nothing without a story or objective. And without some kind of graphics. And music. Plus how are you gonna do it without animations?&lt;/p&gt;

&lt;h3&gt;
  
  
  Yeah.
&lt;/h3&gt;

&lt;p&gt;As a programmer, making stuff work was easy. I used Unity Engine which works with the C# language.&lt;/p&gt;

&lt;p&gt;Easy stuff. Pretty cool too, as you really feel as a wizard. You want to make that cube move with a press of a button? Done. Want that tree to become red? Done. &lt;/p&gt;

&lt;p&gt;Of course, I had to read pages of documentation and learn how stuff works, but I alread had my feet in the water.&lt;/p&gt;

&lt;p&gt;The rest? Not so much easy.&lt;/p&gt;

&lt;p&gt;I wanted to learn everything I needed, and tried to schedule it, so I could have a taste of how indie dev looks like from the perspective of a single dev.&lt;/p&gt;

&lt;h2&gt;
  
  
  The most difficult part was not learning other things. Was to manage them.
&lt;/h2&gt;

&lt;p&gt;I learned a bit of Blender for 3D modelling. Watched videos and read a lot of tutorials. I could not do something big, but low poly was okay, so i kept that. &lt;/p&gt;

&lt;p&gt;I was a little bit late with the models as I already programmed a few features and I needed the models to test them.&lt;/p&gt;

&lt;p&gt;I was 2 days late with the models.&lt;/p&gt;

&lt;p&gt;When I tried models and scripts, everything worked.&lt;/p&gt;

&lt;h2&gt;
  
  
  So, the gameplay works. Time to give the user an UI.
&lt;/h2&gt;

&lt;p&gt;Giving the user an intuitive UI, in style with the rest of the game and nice to see, was not as hard as I thought, even though I watched a LOT of UI examples, with Do's and Don'ts. &lt;/p&gt;

&lt;p&gt;Making them was gonna be easy. Deciding where to position them was more tricky.&lt;/p&gt;

&lt;p&gt;While I was designing and thinking how the UI should be, a friend of mine tested the game and found a few bugs. &lt;/p&gt;

&lt;h2&gt;
  
  
  You have to manage a project based on priorities.
&lt;/h2&gt;

&lt;p&gt;I had to choose between working on the UI or fixing bugs.&lt;/p&gt;

&lt;p&gt;Make the Menu more easy and beautiful, or fix bugs?&lt;/p&gt;

&lt;p&gt;Bug-Fix won. I, as user, hate bugs so I gave the priority to that.&lt;/p&gt;

&lt;p&gt;I was late on the schedule by fixing bugs.&lt;/p&gt;

&lt;p&gt;I allocated a few days for bug fixing. But this took a lot longer.&lt;/p&gt;

&lt;p&gt;Finally I manged to fix everything and finish the UI.&lt;/p&gt;

&lt;h2&gt;
  
  
  The game was complete. Not perfect. Three days late than I expected. But worked.
&lt;/h2&gt;

&lt;p&gt;I finished it. The game ran nice, wasn't so disastrous to look at, and more importantly, I made it.&lt;/p&gt;

&lt;p&gt;I had to learn a lot of stuff. I had to juggle between things to keep with the schedule ( even though I missed it by a little ). But I learned a lot.&lt;/p&gt;

&lt;h3&gt;
  
  
  The first thing was that if I had learned the stuff I needed BEFORE starting, maybe I could have avoided to be late.
&lt;/h3&gt;

&lt;h3&gt;
  
  
  The second thing, is that Game Dev is hard. A lot of stuff to manage especially with deadlines. And you have to do it good, or else nobody will play your game!
&lt;/h3&gt;

&lt;h3&gt;
  
  
  The third thing, is that was fun. It was fun learning all those disciplines. 3D modelling, UI and 2D designing, a lot of cool stuff that I would never touch if it wasn't for this.
&lt;/h3&gt;

&lt;p&gt;This has helped me learn about gamedev, how important scheduling is, and most of all, how important is to know a bit of everything you're gonna need so you can anticipate avoidable problems.&lt;/p&gt;

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      <category>productivity</category>
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