• 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.
Sign in to follow this  
Followers 0

Titlescreen Art ( want opinions )

26 posts in this topic

Okay, here are some thoughts. In general there's lot of work in your title screen, but I'm not sure if it is fitting.

1. Consistency:
You have an extremly detailed/noisy model, but your game consists of cubes. That really breaks the consistency, the screen makes you believe to play a highly detailed game, when it used more of stylized approach. That's like seeing a hyper action movie trailer when eventually the movie itself can't keep up with the expectations, in this case you will get disappointed. But seeing the movie without the trailer could be quite entertaining.

2. Orc model:
Do you want to display the capabilties of your modeller or do you want to present your game ? Btw. the model is too noisy, there's no point of rest.

3. Wrong focus:
The detailed model drags my eyes to it, this is the wrong direction. What is the most important thing a user should recognise on the screen ? This should be pushed by either using color, sharpness, shape whatever. Shape is one of the most important visual tools to attract the eye, so if you want to keep the orc, blend it more into the background.

Share this post

Link to post
Share on other sites
Good advice, although not relevant at this point. The orc model is a place holder, the real model is nowhere near that detailed. That was just a way of displaying where the placment of the character models would be. As no models exist that look like what I Needed I just took whatever I could find that looked decent. ( perhaps a bit out of place, but meh )

The purpose of the current thing is to get the layout/look down. If the only complaint is the model working with the overall thing that I think I have a good setup since the model is being replaced within the week. ( or model guy just started going models again )

Thank you though, As i really do apprecaited all comments.

Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  
Followers 0