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      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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zuriku

Am i Game Dev Material?

8 posts in this topic

I don't have a tablet, And my laptop cant run CS2 (photoshop) I'm practcally broke, and i need to know if im good enough to be hired as a 'character designer' yet http://monkeytv.deviantart.com/gallery/ Let me know what you think ):
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hell yeah your good enough. better than good. your art is awesome. What you do is join a team and when they tell you what kind of artwork they need you use your imagination to come up with something that fits the style.

very good artwork you have. yes your definitely game dev material.
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Very nice stuff! The only thing I would suggest would be to study some video game character concept art (it appears like you are interested in character design) and try making some more traditional concept art. A lot of what is in your gallery seems more...I don't really know how to express it...artistic? I know that is not the best way to say it, but what I mean is that concept art is drawn specifically to allow other artists (namely 3D modelers) to use your concepts for their art asset production. Some concept art is drawn to cement the concept, and some is experimental while the idea is still being fleshed out. These are your typical artistic drawings, and they can be from various angles; it seems like you have those no problem. But the concept drawings that are designed for other members of the team to work from are pretty specific in how they are handled. I am not a concept artist, so I can't really give any pointers on how these types of concept pieces are created. I only know some of the differences, and that both exist.

Good looking stuff, though!
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I'd recommend checking out the ConceptArt.org forums, especially the "Artists looking for work" subforum to see what you are up against. Also have a look at the small freelance job postings, though I imagine they are highly competitive. Note that pretty much all business there is conducted privately, so for the most part you won't be able to see what happens.

Just keep expanding and improving your portfolio and submitting it to people looking for artists. You might take some unpaid work to diversify, or go for the contracts that ask for a free image of their choosing before making a decision, as I believe they get fewer responses.
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there appears to be a space of roughly a month between each submission.
this suggests that you do not produce a large volume of work. a good concept artist would likely be producing these sort of images daily.

my first view of your gallery was a piece on lined paper. this is bad practice for an artist. not good first impressions.

what I see here is potential.
for the beginnings of an artist, this looks promising.
at your current level, you may be able to work with a team making a quick basic game with zero budget. you would have to be pretty dedicated.

keep practising and get a lot of life drawing practice. draw people wherever you are, look around and just draw.
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Hired? No, not yet. But it's also clear that you have serious potential.

What's your age? Your work reminds me a bit of my high school buddy's when he was 16 or so. He ended up going to graphic design school after that, and he's become quite a talented artist. He wins competitions fairly regularly, and does some freelance work with a popular half-life 2 mod (that I believe is going commercial) on the side of his day-job.

You may well be talented enough to contribute to indie game projects of the type you'll find on these boards soliciting for help. I'd start there, as it will give you some idea of what it's like to work for a client -- find a team that has a clear artistic vision in place though, getting to be the vision is great and all, but working within some artistic constraints is usually where a lot of valuable growth occurs.

Asside from that, is some kind of (reputable) art or graphic design school an option for you? You seem to have the raw materials, now you just need some place to forge your skills even more.
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Quote:
Original post by tremault
there appears to be a space of roughly a month between each submission.
this suggests that you do not produce a large volume of work. a good concept artist would likely be producing these sort of images daily.

my first view of your gallery was a piece on lined paper. this is bad practice for an artist. not good first impressions.

what I see here is potential.
for the beginnings of an artist, this looks promising.
at your current level, you may be able to work with a team making a quick basic game with zero budget. you would have to be pretty dedicated.

keep practising and get a lot of life drawing practice. draw people wherever you are, look around and just draw.


I draw everyday, Its just that i don't have a scanner,Good digital cam or tablet There are a buttload of sketches and all of my ideas that are on paper all on my desk-

As for projects, I'm currently working on something pretty underground with a programmer. I've came up with about 95% of the game's concept and ideas that revolve around it- I had to come up with new leveling systems,Completely new friendly UserInterfaces and a s**t load of unique weapons,armor and to many things i couldn't explain in a night. This project for me is about 6-7 months in the making,I don't have plans to publish anything about it untill after xmas- (Or when we're ready)-

But that's why i didn't say anything about it- I just wanted to see what kind of responses i would get without people knowing :P


As for school, I'm in NEBRASKA- There is LITERALLY NO ART JOBS FOR ANYTHING (besides bleak/generic logo making), And even art schools- there is a arts institute about 150+ miles away from me- But i lived in cali before and moving back yada yada yada- So i do plan to go to school when i finish up the few classes i have out here.
(and i just turned 19 a week ago)
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