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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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Just starting to get back into it...

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Baro

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Hello world!

I've been making games as a hobby for a few years now but never really been serious about it. I've made a couple of mods before that have gotten fairly popular on games such as Skyrim but I have never monetized my work before and frankly I'm not sure if I'm good enough to make people pay for anything I make anyway.

Just wanted to get some feedback on a few things that I have made which I will attach screenshots of. I'm not really sure where to go from here but I feel as though I'm ready to turn my addiction for making games into something useful! This is also my first time posting on this website so I can't wait to join this community! Thanks everyone and enjoy! :)

Desert2.png

Ice2.png

Walls2.png

P.S. if anyone actually reads this and is wondering how I made those scenes I used the free Cryengine SDK!


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[quote name="ccuccherini" timestamp="1489795527"]The screenshots look amazing and overall the use of lighting adds a lot of depth.  I do have a critique though..There are a few areas in the water where the reflection doesn't feel like it likes up with the items that are there (ex.  in the second picture, towards the center of the water there are trees as the reflection under the rock where my mind was expecting the rock to be reflected).  With the last one I get the feeling of a ruined civilization that may be rebuilding or is no longer there, and if that is the case it would be interesting to see the back wall with ivy or overgrown brush climbing up it. I feel like you are a very talented artist who produces work that is worth paying for and I encourage you to keep at it since you seem to enjoy it so much.  I wish you the best of luck with any projects you take on in the future![/quote] I see what you mean about the reflection that's strange I'll try to reposition it so it reflects better. And that's an amazing idea I never even though about putting vines and ivy on the wall I'll definitely try that out once I revisit the scene! Thanks for your feedback it was awesome hearing from you!
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The screenshots look amazing and overall the use of lighting adds a lot of depth.  I do have a critique though..There are a few areas in the water where the reflection doesn't feel like it likes up with the items that are there (ex.  in the second picture, towards the center of the water there are trees as the reflection under the rock where my mind was expecting the rock to be reflected).  With the last one I get the feeling of a ruined civilization that may be rebuilding or is no longer there, and if that is the case it would be interesting to see the back wall with ivy or overgrown brush climbing up it.
I feel like you are a very talented artist who produces work that is worth paying for and I encourage you to keep at it since you seem to enjoy it so much.  I wish you the best of luck with any projects you take on in the future!


I see what you mean about the reflection that's strange I'll try to reposition it so it reflects better. And that's an amazing idea I never even though about putting vines and ivy on the wall I'll definitely try that out once I revisit the scene! Thanks for your feedback it was awesome hearing from you!

 

No problem!  I look forward to seeing what ever else you choose to share with us!

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Hi and I would like to thank you for the images that you posted on. They do look like part of an actual game. But if may, I would like to ask a pair questions. What encourage you to start think about starting a game? And what struggles could you find as you develope the game idea? What could be one of the struggles that could be found in programming?
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Hi and I would like to thank you for the images that you posted on. They do look like part of an actual game. But if may, I would like to ask a pair questions. What encourage you to start think about starting a game? And what struggles could you find as you develope the game idea? What could be one of the struggles that could be found in programming?

I'm glad you liked it! I would love to answer your questions they bring up some great things I can talk about. In fact I am tempted to make this an entire blog post of its own but regardless I'll answer here:

What first encouraged me to start making games was actually when I was very young and played a game called Roblox. It was a website where you you build, share, and play games with other people and so I used to make games and share them with my friends and brothers. Some of them actually ended up being relatively popular and I had nearly half a million people play my games. That really inspired me to be a game developer and throughout my gaming career I've always been more inclined to make games than to play them. For example, I'd always be the person building in Minecraft rather than fighting and mining - back when I used to play that game that is. That being said, the very first time that I felt I had truly made my mark in the game development world was a mod I made for Skyrim called the Autumn of Whiterun. It was a recreation of the city of Whiterun that essentially made the entire city and surrounding lands a big beautiful forest rather than the bleak wasteland that always bothered me. That mod actually did really well and ended up getting near 100 thousand downloads between Steam and the Nexus. Of course, the mod is and has always been free so I never really continued to spend my time on something that I wasn't getting much out of. After a while I started to pick up game development again and found the Cryengine. It was a free SDK with lots of assets and was relatively easy to use. The latest evolution of the software is the program which I was able to create these images in.

Referring to your question about the struggle to develop a game idea, I've found that the best way for me to go about game development is to start with a theme. A good example is a nearly full hour experience I made on the old version of the Cryengine that you can explore and interact with. I wasn't certain what it was going to be or what it was going to look like, but I knew I wanted it to be a forest at night with a big silent lake. And so, I was able to create an environment based on that idea. Perhaps a better example I could use would be the picture I posted here with the walls and the statue. Originally, the only idea I had was the walls and the forest. After making all the walls and a full forest with a lake (which you can't see all of at all in the scene), I found a position for the camera that I liked best. From that position, I added the house and the dock and eventually thought it would be interesting to add a sunken statue. That statue turned out to be the subject of the scene even though it was the very last thing I added. In conclusion, I find that the best way to develop an idea for your game is to start with something simple and give the world you create a certain personality that will eventually develop itself into something remarkable.

And finally, the programming question. If I would describe my ability to program in one word that word would be: limited. But have faith! I have a few things that I think could be helpful to hear. First of all, my programming background is being self taught in Lua. If you haven't heard about Lua before, I'm not surprised. It's a very basic and relatively under-powered programming language that is used in just about nothing as far as I can tell. And I'm no expert on Lua either - on top of definitely being rusty at coding in general. Don't worry, there is still hope! I am actually currently enrolled in multiple programming classes in order to learn a bit more and maybe get into C++ and/or C# among other languages. So give me a few months and I'll get back to you on that aspect of my game development capabilities. However, I have a solution! The answer is to not code at all! Incidentally, programs I use like the Cryengine have something called a flowgraph that allow you to basically connect the dots between code segments to create scripts that actually work. Granted they might not be as powerful or as customizable as actually writing the code, they are very easy to understand and are great for creating quick and easy scripts to use in your game that require no expertise, just some critical logic. And I know for a fact that other game engines such as the Unreal Engine use very similar flowgraphs to make scripting quick and easy.

I hope this has been helpful, sorry for the massive length :D If there are any more questions I can answer or if you want to see more of what I've done I'd be glad to help out and make another post! Thanks again for the feedback and I'm glad you liked the images I was able to make!

 

Lue

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