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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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Legendre

Ethics of Placeholder Art

6 posts in this topic

Quick question: Is it alright if I use art from other games as placeholder and/or to show my design ideas on forums (not serious commercial presentations or pitching), [b]and [/b]give full credits to the where the art came from?

E.g. "Hey guys, I designing an interface for my RTS game. The placeholder is from Starcraft. Please comment!" Then proceed to show a modified Starcraft interface to illustrate the ideas.

Would it be considered unethical? Edited by Legendre
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Yes. And expect that [url="http://en.wikipedia.org/wiki/Cease_and_desist"]Cease and Desist[/url] letter in your inbox.
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Yeah, while [i]I'd[/i] be fine with seeing an interface or game design element explained in this way, be assured that there are potentially rights holders who would not.

This is probably okay when explaining in an email or IM client to a friend, but it would be better knocking up some simple art of your own or asking an artist friend to do a little bit if you want to post it publicly.
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I find it odd that anyone would need comments on their interface if it was using placeholder anyway. Wait until you have elements of your own before you show it off, otherwise it only means that the original design team did a good job, and you know how to copy paste. What's the point of that?
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I think its ok for things that are not trivial to create yourself (3D models, sounds, skymaps?), but for example textures and such shouldnt be too hard to make yourself. I think if you use placeholders, their only purpose would be to make the game functional in temporary lack of original content. So you dont need to get great looking polished textures to show off that you have implemented a moving player. You can just draw a stick man in paint. That way people can see that you are showing off the functionality, not the content.
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There are sites like OpenGameContent to grab placeholders with CC licenses.

Interfaces can be easily mocked up in photoshop. Use the square tool, and then type some text in them.
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