too much ambition. and funny thing is im persuing them all in their own way.
http://www.gametrailers.com/player/userm...72184.html
PART 2
http://www.gametrailers.com/player/userm...72355.html
PART 3
http://www.gametrailers.com/player/userm...72455.html
PART 4
http://www.gametrailers.com/player/userm...72649.html
PART 5
http://www.gametrailers.com/player/userm...73180.html
not the most proffesional-istic video, but its interesting
You know, Reggie didnt get his big shot to where he is at today through gaming. Yes. He is a big time fan, but nonetheless... is a suit like all VP/P/CEO/CFO's
he got his ball rolling working in marketing for a magazine big time mag too, just can not remember what it was. and moved up in the business rankings. That what you have to do actually. Major in Business. Help run one. And be patient and lucky to find an opening in the gaming industry.
Or if you have some friends who want to run their own studio, while the handle the artistic work, you do the business side.
But Ill find more.
for now, here's what i can offer you:
1. go to college/uni. even if you don't believe that the education is worth it, it will give you time to search and network while possibly making a little money to survive if you need to start with an internship somewhere first. you can gain an in-depth education on the area you want to pursue, and having the background looks nice to companies. however, simply saying that you went to X school and got a BFA in Computer animation does not necessarily mean you're guaranteed a position. you HAVE to have a proficiency in each of the skills you'd need for the job, and you need to prove it. that being said, sure, you could work on a project without going to school and become a great master, and i will agree that learning on your own has its advantages. but i find that having at least a little direction from a professor is extremely helpful, not to mention that they may know people in the business or people who know people in the business to help you out.
2. go to events. any events. any companies. just go. anything that has a time and place where you can talk to people in the business is almost essential. EfA gave me 4 people to add to my contacts within the industry, and i've been keeping in touch with them since then. getting feedback, getting other contacts, making myself more than just a person at an event that shows her face and feigns interest then never shows up again. it's good for the rep, and infinitely good for the network.
3. join sites. like i said, i'll post here again when i get the chance to go through all my sites and get their addys right. some of them you cant join (girls only, huzzah!) but i'll introduce you to the major ones that a good majority of the companies have people in. there are also "search" engines that can give you a list of who's hiring for what position, and it's really helpful to find smaller companies that you wouldn't necessarily find elsewhere. ill post some of those as well.
4. if you get through all that and find yourself in a position to get an interview, the one big suggestion is that you know the company, inside and out. what they produce, who they target, who works for them, recent changes to their staff, the position you want, etc. the more you know about them, the more likely they are to like you. start your knowledge pool now.
*will come back later with more, but needs to get through some other stuff fast before leaving again*
I have a very small amount of knowledge and how to make any kind of game. Before I go to college next year, could I start learning myself before hand? How could I start?
Thanks people.
I have a very small amount of knowledge and how to make any kind of game. Before I go to college next year, could I start learning myself before hand? How could I start?
Thanks people.
look at a few pointers that LZ mentioned above.
learn some stuff from the web and books so you can get an idea of what it takes to create, design, and manage games. I started with Flash.
I have a very small amount of knowledge and how to make any kind of game. Before I go to college next year, could I start learning myself before hand? How could I start?
Thanks people.
look at a few pointers that LZ mentioned above.
learn some stuff from the web and books so you can get an idea of what it takes to create, design, and manage games. I started with Flash.
Yeah I read what Lz wrote, Thanks Lz. 
Also im going to pm you some questions about flash etc.
I have a very small amount of knowledge and how to make any kind of game. Before I go to college next year, could I start learning myself before hand? How could I start?
Thanks people.
look at a few pointers that LZ mentioned above.
learn some stuff from the web and books so you can get an idea of what it takes to create, design, and manage games. I started with Flash.
Yeah I read what Lz wrote, Thanks Lz. 
Also im going to pm you some questions about flash etc.
i wouldnt be the one to dot hat, i havent done anything in flash since 04
=[
I have a very small amount of knowledge and how to make any kind of game. Before I go to college next year, could I start learning myself before hand? How could I start?
Thanks people.
C++ For Dummies
Bai it noow
I have a very small amount of knowledge and how to make any kind of game. Before I go to college next year, could I start learning myself before hand? How could I start?
Thanks people.
C++ For Dummies
Bai it noow
I want it tuuuuh
Then I bought Sams: Teach Yourself C++ in 24 hours. That was a good book, it got me my footing in the C++ language.
After that I bought JAMSA's C/C++/C# Programming Bible. This is an incredible reference for any beginner/intermediate C++ developer as it has information and examples about every aspect of C/C++ and some intro stuff to C# if you wanted it. I frequently find myself flicking through the pages to jog my memory on how to do something.
Then I made my first game, A Roguelike. Roguelikes are games that can be incredibly complex but they require next to no graphics code as it's all ASCII. This allows you to construct game logic without spending months modelling, texturing and writing DX/oGL code.
After that I bought "Game Coding Complete" by Mr. McShaffry. This one got me started on 3D game development. There's a second edition out now btw.
I then bought a book about writing 3D game engines, but I've yet to finish reading that one because it's a little over my head atm.
Other books I've heard good things about are:
Game Programming Gems Series
AI Game Programming Wisdom Series
GPU Gems Series
Graphics Gems Series
Shader X Series
Focus on Game Development Series
I'd also learn to use Lua for external assets, as it saves you to have to write your own scripting language