Hello,
It's nice to meet you all! I'm new here.
I'm a single person trying to develop a third person shooter game as big as this. I don't favor the futuristic setting though so I'd probably go for a modern day theme. How long would that take?
I don't think it's impossible to make it on my own it'd probably just take me time, dedication, experience, and effort. I'm aware I should start small but I always like a challenge!
Reference link:
https://www.bilibili.com/s/video/BV1DC4y1H7as (This video or work does not belong to me)
Note: I've done 2D art before but completely new to 3D rendering, texturing, animation/rigging, and lighting. I'm a fast learner just a bit slow when creating illustrations. I'd appreciate some tips/advice in Maya, 3Ds Max, or ZBrush.
Excited to see your estimated answers!
Replies
On your own with no relevant experience..
About 200 years
It sounds like I'm taking the piss but I'm really not.
For reference, the last game I worked on with production values like that took 90 of us 3 years and that was a fairly straightforward FPS on an engine we already knew
As a novice I'd suggest you start with reproducing space invaders or similar so that you understand the production cycle, then make something a bit more complex and build up in scope until you feel like you really could build the big game.
If you try to tackle something too big you will fail and you'll get disheartened
Lifting 500 pounds is a challenge. Work really hard for ten years and maybe you can achieve that. Completing the work of 50+ specialist across various domains is an impossibility. If you destroy yourself you can maybe do as much work as 3-5 people, but thats not sustainable.
Start by making tic tac toe.
If you are single developer, art is only one tiny consideration in the whole project. The key difficulty is dividing time and attention. Avoid brain drain.
To get the thing finished, even a "tiny" game, you have to limit the amount of new stuff you are learning in each department. Only so much load brain can handle at a time.
After tic tac toe, move into some simple board games. There is chance to work a bit more on art and fundamentals of game design.
From there, to start making "serious" games I think the crux is getting the money. Marketing becomes as important as anything else if you want return on the big investment you are making.
https://www.youtube.com/watch?v=2bko5GgK5v8
With this you can save a ton of money and time while still getting something that is presentable / playable. You can then use it with a pitch to a production company, a Kickstarter, Patreon etc. and fund the development of the rest of it.
Give insightful feedback; take the time to explain why.
https://polycount.com/discussion/63361/information-about-polycount-new-member-introductions/p1#give
Thanks, and welcome to Polycount!