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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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Lots of artwork

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Servant of the Lord

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As mentioned previously, I've been working on some small side-tools apart from AdventureFar for a few months. More on that some other day. However, whenever I can't bring myself to work on code, I just open up MS Paint and Paint Shop Pro, and start working on game graphics.

For fun, I just compiled and tossed up a few more tile art packs on GD.Net's Marketplace. Here's some pictures: (click to see Marketplace entry)

previewnb.png


previewqe.png


previewdq.png


And here are my older packs (which I dropped the prices on):

picture1te.png picture2ncs.png


picture1cd.png picture2pv.png


[size="4"]Here's the complete list of my marketplace packs.


If the prices are no good for you, I'm happy to negotiate. Actually, I'm nerdily eager to barter some kind of middle-earth style trade of artwork, if you're is any good (not that mine is perfect either!).

Here's some art that hasn't been released in packs, because either it's game-specific, or there aren't enough related pieces to put in a pack yet. Don't ask me what super-secret plot-related purposes the game-specific pieces have, because I don't know... tongue.gif
As mentioned above, I just make art when not wanting to program, or even while coding during small breaks.

evergladeroadsign.png ancientruinedstonelandm.png
The outline lighting of the stone... whatever-it-is is wrong, but until I use it ingame, I wont bother fixing it. It's far easier to adjust things when you can see them right before your eyes in their surrounding environment.


Stairways:
stairs.png
The stairways still need to be darkened somewhat... they are too bright for the rest of the game. Alot of my tiles probably need to be adjusted for brightness and style when I actually begin to create the world. Right now with the world editor in a broken state, I can't tell how well they'll fit together in terms of theme. It doesn't help either, that the previous game I made artwork for was an ORPG an online friend programmed, which was a 2D zombie game with very dark-colored graphics. That throws alot of my artwork out-of-whack by my either making tiles absurdly dark or absurdly bright.


Rugs:

fancybluepurplerug.png fancydarkgreenrug.png


Weathered stone walkway and grass:

softrockdarkgreytiled.png grass3.png


Stone mancover entrance to who-knows-what:
manhole.png



Perhaps-too-shiny tables:
polishedcircularwoodent.png polishedwoodentableunkn.png


Map painted on street of a island that doesn't actually exist. Once the real world is created, many months from now, I'll re-make this to match the real shape of the island.
graybrickstreetpainting.png


These are planned to be embedded in some plaza of some town somewhere in AdventureFar:

purplebrickinlayinmemor.png purplebrickinlaywarrior.png purplebrickinlayinmemor.png


Right now as posting these, I am looking through my art collection and seeing probably 40 or 50 tile patterns labeled "WIP". I also have alot of tiles almost entirely finished, but lacking that final 10%. Some of my best work is stoneworks, and I seem to have a thing for ancient rocks.
I also see dozens of completed tiles I completely forgot about, catching myself going "Ooh, look at these! Wait, *I* made these, didn't I?", which is a very nice feeling. smile.gif Unfortunately, alot of my work is hard to appreciate until you see how they will be used ingame. It's kinda hard to acknowledge the beauty of a carved baseboard and trimwork... when the trimwork is only 8 pixels high. laugh.gif
Alot of my work can also only be seen in conjunction with other pieces that go with it, and I don't want to spend an hour making a mock-screenshot to show them off... because I tend to be pretty obsessive about such things, and would end up spending five hours making sure the pixels line up right, and then rushing off to tweak tiles, or even create new works, to 'complete' the scene.

Oh, how I long to get back to work on AdventureFar... but I wont let myself, until I finish the small side project I'm on that has kept ballooning in time costs. I really want a proof-of-concept walking-around tech demo for AdventureFar... Probably in January I'll let you gentlemen explore a small non-interactive town so I can show off the artwork properly.

If any of you are making a game, and notice a piece of artwork that you'd like to use, shoot me a PM and let me know - even if it's in one of the paid art packs, I don't really mind you using it for free (even in commercial works) as long as you ask permission first - I don't even require (read: don't want) credit being given, but I do like being asked. biggrin.gif

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