I don't want to sound offensive by any means, but typically the way this works is you get DB, you learn the commands by messing with examples, working through tutorials, making mini projects of your own (example: a "game" where you walk a cross a boring, flat, white-textured plain in first person view), and every once in a while you'll probably need to post here so we can help you with a problem you're having. Then you get bigger, the levels get longer, the graphics get better, the AI gets smarter (or the AI is created for the first time), and eventually you work your way up to a nice solid and complete game.
Another path to take is one where you are not in charge of programming at all. In fact, you are part of a team made up of programmers (who use DB), artists (who make models/textures), sound engineers (who mix the music and take part in programming the sound effects), and designers (who, after many brainstorming sessions with everybody else, put together a plan of what they need, and also design levels and other gameplay elements). Not saying you need a professional studio team, but each one of these positions needs to be filled be it by one, two, three, or twenty people. If you need a programmer you could always post in the Team Requests board.
A good place to start looking for examples is in either the showcase, the codebase, or in the help files that came with DB.
Crazy Donut Productions, Current Project: KillZone
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