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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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About this blog

Growing up in video games

Entries in this blog

sirkibble2

Basic modeling

I'm just taking beginning steps to model simple props. Most of these I'm not taking in poly count because it hinders my mind in actually creating the object. Right now, I'm simply trying to create objects. No maps. No material. Later, I will get to all that but right now I'm focusing on simply modeling objects. They are pretty low resolution as I'm only using enough poly's that I think I need. Of course, I may not need them all but that's why I'm learning.

Over the last two weeks I've created different objects to start off simply:

A plate:

platepic7.jpg

A serving spoon

wooden_spoon_angle.jpg

A sink plug

sink_plug_angle.jpg

A spatula


spatula_angle.jpg



A bottle


bottle_angle.jpg

A knife

knife_angle.jpg
sirkibble2
[size="6"]*Dissecting Gameplay*

[size="3"][size="2"]Over the course of video game history, there have been a lot of gameplay mechanics used and a evolution of some gameplay mechanics. As game designers, it can be easy to overlook certain gameplay mechanics or not even notice certain ones at all. That's why it's important to look at and understand gameplay mechanics and how they can improve or change a game entirely.

This is a discussion about gameplay mechanics. It's facts. It's opinions. It's about understanding. It's about awareness. I don't have all the answers and I don't want to have all the answers. It's just a way to collaboratively delve deeper into many different types of mechanics.

Let's look at the gameplay mechanic: Jumping.

We all know what jumping is. We see it in every day lives and it's saturated all over video games. So many games use it and I've never taken the time to break it down. That led me to wonder, how is jumping used?

Up until I actually thought about it, I didn't realize how often or the different ways jumping was used. Some of these I subconsciously understood as I used them probably for the intended purpose but knowing about they do specifically can open the door for more ideas.

  • Jumping has been used to reach different heights
  • Hop on top of different things to defeat enemies
  • Defeating enemies
  • Evasive Maneuvers
  • Strike higher objects
  • Shortcuts (mario kart)
  • Offensive maneuvers
  • Power-up (Zelda)What others are there?


    Jumping is also use in a wide variety of different genres too which shows it doesn't have only one purpose like reaching higher heights.

    • Platformers
    • Fighters
    • FPS
    • TPS
    • RacingAny others?

      Jumping has been in video games for so long, people can tell by the genre whether or not the game will incorporate jumping or not. To me, it's become something like a habit. I don't even realize I'm doing it anymore. But I wonder about what if certain games didn't have jumping. Could they still be fun? What if Super Mario Bros. 3 didn't have jumping and if it didn't, how bad would it affect the design of the game?


      Here's an example of Super Mario Bros. 3 with jumping.
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      Here's an example of the game played without jumping.
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      Just think about all that has to change in this level alone without jumping. The level design has to go into a totally different direction. That Goomba would no longer be there. The "?" blocks would have to be changed. You can forget jumping over the pipes. Cliffs would have to become solid ground to walk over. Flying? Nope.

      One more example of the game without jumping
      [media]
      [/media]

      Again, the level design would have to change. The developers clearly wanted the player to know that jumping is something they're going to have to get used to. Two times the first thing the player has to do is jump--the second over a silly pipe.

      Here's an example of another genre of game, Super Smash Bros. using jumping.
      [media]
      [/media]

      This is the same game without jumping.
      [media]
      [/media]

      Combos and other things cannot be done without jumping. Not just in Smash Bros but other games too. Marvel vs. Capcom 3 comes to mind. Launchers sure wouldn't exist.



      In what games have you seen jumping used successfully? Where have you seen games use jumping unsuccessfully or needlessly? How has jumping evolved as a gameplay mechanic? It's a simple concept but let's talk about jumping! :)




sirkibble2
In the Breaking Into the Industry section under Articles and Resources, there is an article by Cliff Bleszinski titled "How To Get A Job In the Gaming Biz." It's a simple article and it comes from what he expects and has experienced but it's the simplicity and the realness that encouraged me to go for this.

The article reminded me that it's entirely possible to get into the industry. It's not easy. It takes a lot of work. But it's possible.

Where the problem lies with myself (and I'm sure other people struggle too) is finishing. I've been on a few projects where people have dropped and left me unable to finish things and there are many, many things I've started but have never finished. I either became too discouraged, overwhelmed, unmotivated, lost track of time, didn't prioritize well or was just plain lazy. But reading a successful designer talk about the importance of finishing made me see how much I don't finish things. It was a good wake up call.

I printed this article out for myself because it was so helpful to my perspective. This is my focus. Finishing.

If you're ever thinking about quitting, don't (unless you really have to). Finish what you start. Who knows what good may come out of it.
sirkibble2

Learning how to draw

I finished some more lessons on a website dedicated to teaching how to draw called drawspace. Very helpful and effective website.

6513044417_69a3cbc4bc_m.jpg
b04 by sirkibble2, on Flickr

My first illusion ever. Definitely fun to draw.

The next lesson was blind contour drawing. Extremely difficult.

6513095785_b3f9b2092f_m.jpg
b05 by sirkibble2, on Flickr


The next lesson was a lesson in shading but I haven't fully completed that one yet so I moved on to a lesson drawing a gremlin with shading techniques. This was a lot of fun and one of my better drawings. Ever.

6513116283_80253069bb_m.jpg
b06 by sirkibble2, on Flickr


The last current lesson I did was a lesson on seeing shapes within an object; in this case, a dog. I think I did okay on the actual drawing but when I tried to shade it, it was terrible. I gave up on the shading part. I didn't get it.

6513134793_1e44d3b3d1_m.jpg
b08 by sirkibble2, on Flickr


It's all drawing but it's one of the ways I can improve my chances into getting the industry--by improving my skills.
sirkibble2

Getting Started

I've been browsing this site for a while and have dabbled in topics but I feel it's time to sink my teeth in. I desire to get in the game industry and it's going to take a lot of work so I'm going to need all the help and experience I can get and this is a great site for that.

I've started a developer blog already at Wordpress but I'm going to continue that here. I'm not getting any quality views there as anyone who would look at it, that I know, are not gamers or game developers. The rest of the logic is easy to figure out, I'm sure.

I'm just getting started and I have a very long way to go so I pray to God I'm able to finish whatever I start.
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