• 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.

Archived

This topic is now archived and is closed to further replies.

saki

Graphics tutorial, i didn't write this.. but here

0 posts in this topic

This comes from an old demo scene news disk/mag. Dunno which one, and I can''t remember where I got it, but I figure it should help some people... GRAPHICS BASIS PART 1 by pl-imphobia ----------------------------------------------------------- Yo! In this article I will try to point out all the mosts importants things wich are the real bases of graphics, all the things wich can decide weither your gfx is good or weither it is not, the things you need to care about, the things that all the beginners forgot and wich take a lot of time to really understand how they work... 1. The Colors: Choosing colors for a picture is not only choosing nices hues, you also need to care about the number of colors and about the ''strength'' of the gradients. You also need to choose them carefully to allow an invisible AA and to make transitions between them the most discretly possible (at least when needed). For the AA, the colors generally have to start to darker (in case of a black background) they could brighten quite fast until they reach the main hues and after that, just go rapidly to the brithest colors... For transitions between colors, the best way is to find a color wich looks nearly the same as one other and to make the transition in these two. Or more simple, go to dark, or nearly white colors... To make your palette, don''t just make gradients with the options (this could give you really weird palette with unused colors and colors in double), just start with one (gradient) and rework the colors individually to have a perfect gradient with all differents colors and a regular ''progression''. A palette is finished only when the pic is finished... You can always add the needed colors during your work, just next to your main gradient, don''t try to use absolutely your first palette, changes some colors when needed... An other important thing to know is that the colors interacts greatly with eachothers, so a red won''t give the same results in a white surrounding, as it would do in a darker one, or in a blue one, or a red... Again, modify your palette when working to have the perfect effects... 2. Anti-Alias: The anti-alias is the way to ''smooth'' the picture, to way to remove the stairs effects due to the low resolution, it allows to make the resolution looking higher than it is and also to make effects wich would be too ''visible'' without it. It''s really important to master anti-alias, if you can''t, your pictures will seems to be drawn in a very low resolution or they will look blury if you make it too large. In fact the sisze of AA will grow when the ''line'' will approach a vertical one, and decrease when approaching the diagonal... The importance of the AA decrease when the resolutions grow, so in very high resolutions, the AA could be worse than in the lower ones. Mmmmmh, I don''t see what else I could say... 3. Outlines/Filling: Outlines are the bases of all the gfxs, the way to draw it is the same as on paper, you begin with a rough, and then you refine it to have a ''workable'' shape... To do that you can use the splines and the lines for the rough and then correct it with the draw option and the zoom to reach a perfect outline (Of course the outline don''t need to include all the little details). When you get the result you want, the next phase is the shading, for that you will have to begin by marking the darker areas with darker colors, and brightest with brightest ones (logic, no?). There is no need to make accurate shadin, just show the tendances of each parts... After that there''s all the (hard and long) work of filling, with all the ''textures'', all the details...
0

Share this post


Link to post
Share on other sites