Our 2020 Content Vision

Thanks so much Rick. The idea is that any team size can use the structure, they just decide how to combine. Maybe we simply lose the tracks altogether, and just have the 9 courses?

Yep. 1234567890

I’ve reported the crashing to @discourse as it’s a pain, and obviously symptomatic of an underlying issue.

I’m really excited about this! Mostly with the Biz track since it’s the part that I would like to improve, because I’m planning on going Indie next year.

I think all your tracks are great, but I also think that the name Biz track doesn’t fit with game design.

It’s good to see that there’s a lot material for the near future. :grinning:

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Yeah, it killed my chrome ;()

Can you pop a similar voting topic under the testing category, the content isn’t particularly long, doesnt seem to be occuring with other topics, that I’ve noticed.

By the way, I can confirm that Jorge Rodriguez would be a great instructor.
Here’s the link for his channel https://www.youtube.com/user/BSVino/featured

Aye, I think the tracks just threw me off, because of how the game industry is actually set up. Even in Indie, unless you’re solo or small team, then usually you will be cross-disciplined.

You know I will stately plain my opinions, with tact of course…well hopefully :wink:

I still don’t think Game Design and Business are interchangeable at all. Rick pretty much explained it already though, so no need to rehash it.

I do believe that if you are planning a Game Engine Architecture/Physics class, game math should definitely be taught in the beginning. If not, way too many people, even those exposed to it from their own games will be at a loss most of the time. You can then actually use the end of section quizzes like, well real quizzes! If people don’t get a good enough grade on their quiz, they should probably redo the section before moving on.

On that note, is there a way to randomize quizzes? Or is it just set as one and you can’t change it after a student takes it?

Thinking about it more and looking at Jorge’s YT series, maybe Game Math could/would be its own separate course. It’s crazy to think that nothing like this is already out there. I could see that being a HUGE moneymaker if you wanted to get some quick $$$.

You would have to apply it to game engines of course, sadly, Unity and Unreal have different ways of representing “up”, so you’d either have to pick one engine and stick with it or each section would have both engines applied to it.

Or you could do it more generically, but then I think the whole charm of it being Game Math for Game Devs but in an engine would lose the appeal.

Food for thought anyway.

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i also tend to agree with more than three tracks, creative, programming, design, and production/back office and maybe even a QA although that can be combined. Similar to what you did to make these courses so successful. I think their may be some blur or confusion with the word design, I think some think level design and some think game concept/mechanics.

What I would love to see is the more advanced concepts into what makes a good game fun, much like the plans for the RPG course, that is designed to produce a marketable game as the end result. I know they are called complete, but in the end they scratch the surface of game development, but certainly anyone who completes them can hit the ground running and start their development career.

Many great games come from one to three person teams, I know we are not making the Fallout yet…

There was a fix pushed out around the same time as your initial post with regards to polls… it may have effevted poll based posts?

Its been ok for me since…

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Hi Ben

There is a whole list of reasons why I prefer UE :slight_smile:
-Of course one of them is the out of the box look. the visuals of UE 4 are just stunning, especially when you combine it with substance creator/painter.
-The real-time rendering
-All the editors are easy to use and very strong at what they do ( animation editor for example )
-All the starter content projects ( there are a lot of them )
-it has a lot of stuff that’s very easy to use and quick to implement. like the AI perception
But my 2 most important reasons are 1.the very strong combination of C++ and blueprint, you can modify everything in unreal if you want to. and 2.The community. I’m part of a very big UE 4 community on discord, which are the most helpful people I know :slight_smile:

These are some of my main reasons to use Unreal, I did a lot of research and with all things added together, it was not a hard decision to make. Unity seems like more of a “general” engine, good at everything, but not super good. I also don’t like having to use C# if you can use C++.

And now my team and I are all using UE4, and with no regrets. that’s why I’m hoping for more unreal contend. to help us get our game to a next level :smiley:

I hope this clears things up. and I have no trouble with my browser crashing from this post.
Keep up the good work !

Challenge with going to 4 tracks, is it will create even more discussion. I’ll keep listening and evolving what we have, trying to make things as simple as possible but o simpler.

I’ve edited the description of the Biz & Design track to explain my reasoning.

I think this is a great structure. There is always going to be a debate around the business side, but reality is you can have technically the best game in the world and it will sell nothing if it’s not effectively positioned and marketed, or if it offers something for which there is just no demand. It’s not all about the money, but if you want to keep making games, you have to eat and pay the mortgage.

My only concern would be if you spread yourselves too thin, and I guess as you grow (which is great to see by the way, I’m rooting for you guys) you ensure there’s enough depth to continue supporting people on your older courses. Building the community is of course a great answer to that, but don’t rely 100% on the community.

As someone who teaches programming and game dev to kids, it would also be great if you had some sort of “partnership” or referral program.

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I’m excited to see the new Biz & Design track. I feel more drawn to the design aspects of gaming, and I am interested in getting a fuller picture of the game production industry. I am also looking forward to to traveling further down the Dev and Creative Tracks with the new content courses.

Will this vision also eventually address the option of moving away from Udemy? I don’t have an opinion either way yet on such a move, but I know the idea was kicked around and possibly back-burnered for the time being.

I would like to see some type of step by step plan that takes you where you want to end up. Maybe a survey that would test your current skill set and then display what you need to take to fulfill your goals. Personally I’m more interested in game development for Unity. I find when I spread out too much that my goals suffer. After I “conquer” Unity then maybeeee I’d consider Unreal. But I would have to be making money with Unity first.

I think a course on code would be great with the end result with a library of your own for all sorts of specialty. Also a UI courses would be nice.

The “Game Engine Architecture & System Master” one sounds like the most useful to me, I’d love it if that came first.
And for the audio one, will it use WWISE?

Hi Jorge, we will use whatever the most popular free or cheap tools of the time are. We’ll focus on teaching underlying principles even more than we currently do, to make your knowledge transferrable. This course likely won’t start until 2018

just when i think im about to “graduate” out of this school, some new awesome course{s} show up, first it was the physics mini course, and then the RPG course which is comming and lastly this? :smiley:
i must say, the plan is very impressive, it will help us students that are already here grow up exponentially, and they sure are attractive, for probably anyone interested in developing games. and anyone who is coming new to game development (no matter the area, since you seem to be covering almost everything with this new plan).

though i think a key thing you should focus on, and probably finish before even starting a single episode in that plan, is actually organizing, and creating a form of table so no one gets lost among the big number of courses. and some form of tracker or even a "“progressing system” or something like a time handler. to help us navigate. as exciting these plans sound, they’d go for naught if students look at them, and get overwhelmed and fail to find a spot to start.
or to simply lose track in where they are. (udemy is great and all, but it just doesnt provide the handiest form of tracker basically).

totally like it, not that i got much else to say and you probably got what i said already in your mind,
but gave it a 10 :slight_smile:
quite excited for your plans :slight_smile: starting by the RPG course.
i dont even do art, or sound, but this structure got me interested even more in them :slight_smile: might end up taking em all, in the years to come :smiley:

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