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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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ms75214

tileable

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[size=4][sup] Perfect, Tippets[/sup]

[sup]I never use a generator, though they work great and efficient for large projects and recommended. My line of work has been smaller scale and usually with very high quality needed, so I use the last three methods. If I have time and a building or wall is to be HQ - up front and personal, then I sometimes make a huge brick wall texture to cover my desktop, one brick at a time, in basic form as a template for future walls. I then take the template and add custom layers for each structure in the game. This is rare, only in extreme high quality demanded, and as I said if I have the time. Because I am fast at this sort of 2D work, I can make a brick wall template brick by brick in about 2 to 3 hours, but well worth it in the long term and to get the highest quality in game. Other than that, I make a line of bricks in template form, then copy and paste them in rows that are staggered at random. The last stage is layering some more texture to the image for customization. I can do this method in about 1 hour, but like I say - I am quite fast.[/sup]

[sup]Clinton [/sup]

[sup](Edited for text size) [/sup][/size] Edited by 3Ddreamer
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[quote name='JTippetts' timestamp='1355450743' post='5010433']
3) Duplicate a photo of a brick texture, offset the duplicate layer by 1/2 in each direction, and selectively "erase" the parts of the offset layer where the seams lie, revealing the non-offset layer underneath
[/quote]
I use this technique even with hand-drawn assets, you're guaranteed that the edges tile perfectly, and your only task really becomes making the texture uniform enough that you don't get any blatant repeating elements (if you're not going for an explicitly tiled look, like bricks and flooring).
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Genetica. It comes with a rather outrageous price tag (especially the reduced rate 4.0 pre-release special offer of $119 for owners of 3.6 struck me as quite steep, considering that buying the old version wasn't precisely cheap already) -- but leaving out the price tag for a moment, it is one of the best third party tools I've ever spent money on.

They have a [url="http://www.spiralgraphics.biz/download_gen.htm"]30-day trial[/url] that you could use.
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You can use cg textures for decent textures and edit it until it looks good. If your hand drawing it use smart objects in photoshop to align a 3x3 grid and draw on the one in the middle.
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