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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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Paul C Skertich

Which comes first Game Level Editor or Engine?

3 posts in this topic

My name is Paul. I have a good feeling about this community compared to other sites out there. I am hoping to have some helpful pointers! I love survival horror games and any game that will give a Fear Factor inside it. I'm learning DirectX 11 and more Windows32 API. My quick question is that does the level editor only load assets or could I have a realtime editor like in Unreal Engine 4? I've done alot of reading and the research told me that the editor and engine are seperate. As I began thinking to myself the engine is like a car engine allowing other componets working together. So, in persepctive; a level would be just assets and the engine would ifgure out from there - yes? No? Maybe so?

Thanks for the explaination to clear up my congested head! Much appreciated!

Sincerely,

Paul
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[quote name='SIC Games' timestamp='1341555866' post='4956232']
My quick question is that does the level editor only load assets or could I have a realtime editor like in Unreal Engine 4?
[/quote]
A integrated level editor is cool and helpful, but very expensive. When you use an existing engine which comes along with a level editor, everything is good, but when you choose to develop your own engine, an additional level editor is a very heavy, and in my opinion unnecessary, burden.

You can choose a modelling tool like [url="http://www.blender.org"]blender [/url](free) to model and export your level design into your own engine.

I've written my own engine and started a level editor too, but due to frequent modifications to my engine I had a hard time to keep up with the editor. Finally I discarded the editor due to all the maintainance overhead and lacking features and used blender as level editor.
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Talking about that I will soon need that too.
Is a level editor in a 3D editor like blender generic and engine agnostic enough to just let you place models and let it return the world transform matrix that would need to be applied in my engine? I don't want it to do more than that. But blender seems to have a high learning curve.
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Hey thanks for the replies! You two cleared some congestion inside my ticking brain. I'll post the progress in a bit, I gotta have more coffee to wake up!

-paul
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