How do game producers like GTA make the actual game?

Otsile

New member
As i was playing one of the GTA games i began to wonder how the programmers make the actual game. What programming apps they use, how they make a game with a vast landscape, how they create motion and how they manage to fit all of that in a DVD disc?
 
Yeah i've googled images of the team working on the game and its some pretty hectic stuff that goes on there.
 
I know i've already read a article on how its made, didnt understand almost everything. Images was just meant to see them working, developing, the game.
 
As i was playing one of the GTA games i began to wonder how the programmers make the actual game. What programming apps they use, how they make a game with a vast landscape, how they create motion and how they manage to fit all of that in a DVD disc?

I had been wondering this myself for some time now... then I realised --





"Wait! Why should I care?
How will this knowledge benefit me in any way? -- maybe once or twice in a random conversation, but what then? Do I sit with useless, pointless knowledge that will be of no beneficial gain to me in future?
...
I must ponder and contemplate this decision.
Is it absolutely imperative that I know this?
"





:D:p

Just poking fun. But I have thought about it nevertheless... :)
 
Last edited:

"Wait! Why should I care?
How will this knowledge benefit me in any way? -- maybe once or twice in a random conversation, but what then? Do I sit with useless, pointless knowledge that will be of no beneficial gain to me in future?
Having seen the "poking fun" part I feel compelled to comment anyway.

Thought about the above too since I know a hell of a lot of random crap. I realized though that this thinking is ultimately flawed. It makes an implicit assumption that there is a fixed limit as to how much knowledge you can have in your head. In truth the opposite is the case - you benefit from "network effects" (the correct phrase eludes me right now) i.e. you see connections & make associations that would simply otherwise.

This features heavily in inventions too. e.g. Someone stares at a grain silo and invents the vortex vacuum cleaner as a result.

Seeing these connections & patterns also allows you to remember more because you no longer need to remember 5 specific cases, but rather 1 pattern.

I've got an uncle who is like this to the extreme - pick a topic...any topic and he can talk about it. Quantum physics, theology, history, politics, economics, IT...doesn't matter what...he knows a lot about it. NB...except big brother/kardashians & similar...zilch.
 
Having seen the "poking fun" part I feel compelled to comment anyway.

Thought about the above too since I know a hell of a lot of random crap. I realized though that this thinking is ultimately flawed. It makes an implicit assumption that there is a fixed limit as to how much knowledge you can have in your head. In truth the opposite is the case - you benefit from "network effects" (the correct phrase eludes me right now) i.e. you see connections & make associations that would simply otherwise.

This features heavily in inventions too. e.g. Someone stares at a grain silo and invents the vortex vacuum cleaner as a result.

Seeing these connections & patterns also allows you to remember more because you no longer need to remember 5 specific cases, but rather 1 pattern.

I've got an uncle who is like this to the extreme - pick a topic...any topic and he can talk about it. Quantum physics, theology, history, politics, economics, IT...doesn't matter what...he knows a lot about it. NB...except big brother/kardashians & similar...zilch.

I completely agree.
Any knowledge gained isn't completely useless, regardless of the field of work you're in or what interests you.

Sometimes the smallest amount of knowledge can make the biggest difference in the world.
 
I myself have tried to make a few games so I know a little bit about game development.


I'm going to summarize


First you need a engine ( whether it be custom or whatever)

You'll need tools like Maya ( I'm sure the big companies have something better but for us regular okes it should suffice)

You literally have to make all the objects using maya ( Characters, rocks buildings etc.) After making them you'll need to render them so you can texture them

After rendering them you'll need tools like photoshop to texture the objects and characters.

After texture work you need to rig it for animation and then animate it manually ( you don't have all the fancy motion sensing tech the big developers use to make those smooth animations)

Now that you've animated the characters you'll need to develop the levels themself and add the animated objects,rocks etc. to the enviroment using maya ( I don't think you have specific tools for the landscape)

Now you'll need to lay down the AI paths and actually do the coding bit of making a game.

This is also the part where you add the sound and various triggers ( Triggers being those scripted events you see in games like CoD)

After that render the level. Make the rest of the levels and render again until you have all your levels.

After this you'll need to make the menu's and code some more

I've probably left out a lot and I apologize its still pretty early and I'm no game dev ;)
 
Back
Top