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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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Update 3- 3D models and animations!

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dtg108

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Hey guys, as you know, we're making a zombie apocalypse simulator. You can read about the full concept in my earlier journal entries. Anyways, I have a couple of photos to share with you:gaspump_bumpshader.png gaspump_nobumpshader.png As you can see, there are two different gas pumps. Which one do you like best? They were both developed by our 3D artist. Also, this other photo's not much, the character is just a placeholder. The photo is just me making some animations: bandicam 2012-11-10 12-39-51-140.jpg
Thanks for reading guys, if you have any questions, comments, or ideas, please feel free to comment. Also, we need someone to do zombie models, so if you can, please email me at dazdakota@yahoo.com. You can read about it more in the hobbyist classifieds section.

Blog to you later! :)

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I prefer the gas pump on the right.

I'm not familiar with 3D/graphic arts terminology, but the "depth" of the texture on the left image seems too exaggerated.
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What ever art [i]style [/i]you choose, you should consider some simple rules to considerable improve the visual quality.

One important rule is consistency. You have very hi-detailed textures on the really low-poly/rough model, either reduce the details on the texture, or increase the details on the model.

The second rule is the proper use of references. If you want to go for realism, your properties should look like real one (google image search is your friend here :) ).

There're more rules to consider, but I think that it would be best to start learning them step by step. Just think about given critique and try to improve on your skills and you will see, that you will really improve quite quickly.
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