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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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Anyone have a use for some pixel art?

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During pre-production on our current title when we were defining art style and world design we built 10 characters before completely changing direction and art style. They are in various stages of completion (the human characters have all 3 directions with multiple animations such as different actions, hurt, death, etc.. while the undead characters are much less complete) but I'm wondering if anyone could get any use out of them either as placeholder art in (pre)production or even for commercial use if they wanted to. I'd much rather have some people using them (for free of course) than packed away on a backup drive somewhere considering they took time and money to build.

gallery_2352_515_16169.png gallery_2352_515_2978.png

The magenta portions of the sprites are R=B && G=0 so that way you can easily team colour them (either check for R==B&&G==0 and multiply by the target color.. or change the G channel to represent saturation and only check R==B, or whatever suits your needs). As I mentioned they are animated but you could always use them as static sprites like game board pieces or something as well.

If people could get some use out of them I'll upload all the PNG frames as well as GAL files (for GraphicsGale animation editor) with a "do whatever you want with them" license.... so let me know! Otherwise they are doomed to live out their life on the Creoterra server backup drive forever!

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[quote name='riuthamus' timestamp='1348628723'] That is some quality pixel art, no joke. [/quote]
Yeah the guys that worked on it were extremely talented in pixel art production. The work wasn't done in-house but was contracted to [url="http://www.eworkproxy.com"]http://www.eworkproxy.com[/url] and I must say they have a great team. One of the production managers / artists stopped by and visited while he was in Toronto and you could tell right away he has a passion for gaming and quality art.

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[quote name='Servant of the Lord' timestamp='1348635882'] Clever trick, the "R=B && G=0". I've never thought of that before. [/quote]
Our production title isn't using pixel art but we still use this in character shaders for team colouring and changing various things on characters dynamically. It's a lot harder now though since we pre-render our models and no longer have a fixed palette and so we have some insane processing tools and PS macros that looks to see if R~=B within a set clamp and then we kill the G channel for those pixels. It wasn't fun to work out the steps or tools for figuring out what is magenta in the image and should be clamped, but it works really well now that we have the tools :)

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