• Announcements

    • khawk

      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.
Sign in to follow this  
Followers 0
  • entries
    24
  • comments
    17
  • views
    45278

Beautiful Worlds, Part 1: Research

Sign in to follow this  
Followers 0
toddbluhm

689 views

[color=#000000][font=Georgia,]
Blog Post by Omni, Art Director at Demergo:[/font][/color]
[color=#000000][font=Georgia,]
Oy, world! It's me, Omni the artist, and I'm here to talk to you about environmental design! As far as games are concerned, environments are an aspect that is often overlooked or taken for granted. However, there is usually a lot of thought and deliberation that goes into creating an immersive environment. While our designer, Zak, is formally tasked with the creation of the world in which our games exist, in reality, it is the collective efforts of the designer and the artists that leads to environments that exist in an immersive world.[/font][/color]
[color=#000000][font=Georgia,]
For the artists here at Demergo, environmental design is one of the few elements that continues to evolve beyond the pre-production process. But as that implies, environmental design begins during pre-production, where the artists, including myself, sit down and evaluated the level worlds that our humble protagonist will encounter. As Zak and Dan--who serve as our de facto story writers for Project Fixbot--outline the story for us, the artists' creative juices begin to flow. But before the Photoshop brushes start moving, two far more important steps must be completed: Research and Thumbnailing. Our discussion today will cover the former topic, Research. With our ideas fresh in our minds, the artists take to the magical world of Google, gathering reference photos, art, and information.[/font][/color]
[color=#000000][font=Georgia,]
For our game, Fixbot finds himself in a space vessel that is very much unlike any spacecraft created by modern humans. As such, I felt it was important that the aesthetics of the vessel be different from those of modern-day or futuristic designs, which are typically very sleek and clean. So I decided to look to the opposite side of history at the ancient past. I began studying ancient civilizations from East Asia and Egypt, but I felt that those cultures were too familiar. So I looked to a culture that is often overlooked: Ancient America. No, not the United States; I'm talking about Aztecs, Mayans, etc. I began collecting photos of various ancient structures and art, and a recurring theme was that of tiling geometric patterns. Given that our game is tile-based, I felt it was a perfect fit. While our research primarily lays the groundwork for the artists, I found that ideas for the story began blossoming as well. These story ideas became the fertilizer for more art concepts, and the cycle continued.[/font][/color]
[color=#000000][font=Georgia,]
To make a long story short, story feeds art, and art feeds story. This cycle is what makes a simple concept become immersive. Immersion can coexist with simplicity, and some of the most beloved worlds are those where the complexity is completely unspoken. That complexity is born in the process of research.[/font][/color]
[color=#000000][font=Georgia,]
I'll be talking about that second topic, Thumbnailing, in a later blogpost. Thanks for reading thus far, and stay tuned for more! (especially if you like pictures XD)[/font][/color]
[color=#000000][font=Georgia,]
Reposted from Fixbot Blog[/font][/color]

0
Sign in to follow this  
Followers 0


0 Comments


There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now