I enjoyed reading how to make a game. I did find that some of the phrases they use are a bit different. What am I trying to say? Sometimes its a bit hard to understand. I think that is what I am trying to say.
I thought How to make a game was a good book to read about how to make a game. I think it talked about everything I needed to know to get started.
I liked the chapter on game engines. It talked about the game engine and then talked about a game that was made with that engine. It covered 3 game engines. Unity, unreal, and godot.
I also liked the chapter on git. I had no idea that game developers could not use git until a few years ago.
There is code in How to make a game. It was for unity or was it unreal. Its one of those.
One thing I learned from the book is what dynamic difficulty does. I also liked the chapter that talked about how the folders could be arranged for your project.
As a junior games developer, I have benefited a lot from this book, and most of the chapters have fascinated me a lot.
Surprisingly, all the information I needed to know, I learned a lot. From this book. I liked chapters 6 and 8 mostly. From Chapter 6, I learned about Project Structure, which is very important for game design and development. And from Chapter 8 I learned about how to practice good programming.
I think this book will be very helpful if you are a beginner-level game developer.
This book should be titled: "Making Video Games: A guidebook about Game Design, Development, Publishing, & Marketing principles and strategies for creating successful games"
This is NOT a book about "How to Make a Game."
But it is a great down to earth examination about the challenges and requirements to create a successful game as well as great real-world advice about how to get started on the best foot forward when navigating your career journey.
This book has some great in-depth analysis about what makes great games and successful game studios and developers. Using the real-world experiences of its author(s) alongside many great stories of other creator's successes and failures to learn from and examine.
It is painfully realistic about the challenges, obstacles, and struggles that will be encountered but is equally supportive and guiding on how to do it regardless. Often explaining every potential option and avenue alongside the pros and cons of each strategic choice. The last chapter comparing the plight of Sysiphus and the challenge of the career is a perfect parallel. But it is a hopeful message about learning to love the work and challenges of the journey because of the greater reward.
I would give this book a 7 out of 10, due to its misleading title, (And 8 out of 10 if it wasn't...) but it is definitely worth a read for anyone aspiring to begin their professional career journey and become a part of the games industry beyond being a hobbyist.
It is very well organized, personally motivating, and highly worth the read for anyone with more early intermediate career experience that is trying to gain more knowledge before tackling greater project goals. (A few hobby projects made and some beginner experience completing projects.)
It is definitely far too in-depth and confusing for complete beginners who wouldn't be able to parse many of the more complex topics like optimization of programming structures, controls optimization, or game architecture as well as marketing strategy and project planning & development. I learned some great new things to carry with me on my own journey.