Arcade games Shooters Puzzles Platformers Racing Adventures Endless runners RPGs First-person shooters Third-person shooters Story/Manga driven JRPG Visual novels Tower Defense Horror Fighters Comedy Survival

There are exceptions to all these rules, but you will generally find it easier to design the game around a specific control method. If you want to make an iPhone game, you will need to submit it to the Apple store from a Mac computer. [2] X Research source However, one exception is the Godot Engine which also allows you to create for iPhone on Linux which is useful if you don’t have a Mac. [3] X Research source

This game simulates a space station economy This game lets you play as a living car This game is about testing the player’s reflexes

Concept: space station construction. Feature: Build and manage your space station. Concept: damage from asteroids Feature: Struggle to survive against environmental hazards, including asteroids, solar flares, and comets. Writing down your features first will allow you to flesh each one of them out later in the design document. Having your features listed in the beginning will keep your project focused and prevent “feature-creep”, where ideas keep getting added later on in the process. Continue to revise these features until you are satisfied that they represent the game that you want to make.

Design documents are especially important if you are managing a team of programmers and artists. Make sure that the document is geared toward them, and not towards the end consumer. Avoid being vague and go into great detail as to how each of the game’s mechanics should work. [5] X Research source Not every game has a design document, and no two design documents will look alike. Use these steps as a guideline, but feel free to tailor your document to your game’s needs.

Approach the table of contents in a similar way as you would a game manual. Start with broad sections, such as Character Creation, Combat, and Main Interface, and then flesh each one of these sections out with subsections. [7] X Research source Think of the table of contents as an outline for the game. You will be going into much more detail for each entry in the table

Be sure that the person you are showing it to knows you plan on releasing it. A person might not be too critical of a game that they think is just an idea. If you’re going to show it to a close person, usually your parents, keep in mind they’re probably being more lenient than your average game reviewer. This doesn’t mean you can’t show them. Rather, they should not be your only source of feedback.

Engines often make it much simpler to manipulate graphics, sound, and AI. Different engines have different strengths and weaknesses. Some are more suited to 2D graphics, while others are designed for 3D graphics. Some engines require significantly more programming knowledge than others. There are several game development tools that you can use with no previous coding experience. Many engines have licensing fees, especially for commercial use. Popular independent development engines include: Unity – A 3D engine popular for its ease of use and portability. Unity also supports 2D game development. Unreal Engine – An engine that can be adapted to a wide range of uses. Many AAA games have been made using this engine. It also has Visual Scripting called Blueprints by default. Godot Engine - A Free and Open Source Engine that has become popular recently. More features are added by contributors on every release. Has Visual Scripting and supports multiple programming languages. Can do both 2D and 3D. GameMaker: Studio – One of the most popular 2D game engines. RPG Maker Series – A scripting engine designed for 2D RPG is the traditional JRPG style. Source – A very popular 3D engine that is consistently updated and modified. Project Spark - An optimized 3D engine that addresses the average user.

This will be the beginning of your team-building phase. If you are unable to program, your first hire will need to be a programmer. You can worry about art and sound later; you need to be able to come up with a working prototype before the project can continue There is a large community of independent developers that you should be networking with. People will join projects for all kinds of different reasons and compensations. This is where having a solid game design document helps a lot because it shows that you commit to your idea.

Test and refine the prototype, again and again, to ensure that it is fun to play. Make note of anything that doesn’t work or feel right, and readdress the mechanics involved. If the prototype isn’t fun to play, then the final game probably won’t be either. There will always be features that seemed easy or feasible that just won’t work when it comes time to make the game. Expect the prototype to change multiple times as you tweak what works and what doesn’t.

Games with poorly-implemented controls will frustrate players. Games with perfectly executed controls will be rewarding to a player’s skill.

Most independent games are created by small teams, oftentimes one person. If you are doing the entire project yourself, expect it to take a significant amount of time, especially if you are intending to create all of the assets yourself. There are a variety of free-to-use assets available online through development communities. Always make sure that anything you use does not violate someone’s copyright.

There are a variety of styles that you can use. Pixel art (intentionally retro) is one of the most common styles employed by independent developers. This is because pixel art is typically the fastest and least-expensive art to produce that still results in a “good looking” game. If you have more time and manpower, you can consider using 3D art. Basic 3D modeling is possible with a one-man team, but more complex details will take significantly more time. 3D models need textures on top of the model. [10] X Research source

Blender – This open-source program is one of the most popular 3D modeling solutions around. There are endless tutorials available online that can show you how to get up and running quickly. Photoshop – This program is essential in the texturing process, as well as creating most 2D art. It is expensive, so if money is a concern, consider trying GIMP, the open-source, free alternative to Photoshop. GIMP has most of the same functionality. Paint. net – This is an open-source alternative to Paint Shop Pro, and will allow you to create 2D art with ease for free. This program is especially useful for creating 2D pixel art graphics. Use Adobe Illustrator - This program is good for Vector art. It is expensive, so if money is a concern, consider trying Inkscape, the open-source, free alternative to Illustrator.

You can find several powerful and free audio recordings and music creation software online. Consider using these if you are on a tight budget or are working independently. Make your sound effects with objects around your home.

Bug testing can take a significant amount of time, even as much as the game took to create. The more people you can get to help with testing, the more problems you will be able to find and fix.

Create a company website during production so that you can start building followers. Hosting a forum for your game is a great way to get fans talking to each other, and regularly updating your site can start to draw more attention.

Steam Desura Humble Store GOG Mobile games typically need to be released through their prospective stores (Apple App Store, Google Play Store, etc. ). The same goes for console games (Xbox Live, PlayStation Network, etc. ). Different services will take different cuts on the sale of your game. Research each one to see if they are right for you. Most services have pines on sale. Reps that you can speak with directly as a developer.