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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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lmbarns

Just learning blender

3 posts in this topic

I've avoided it my whole life saying "too many damn hotkeys" but I finally broke down and watched some tutorials and I'm hooked.

 

After learning how to use heightmaps in blender, holy smokes I can make paths and trails. I was just using 3 textures and making stuff that's only 1k-2k faces.

 

A couple first drafts:

51edg0.jpg

 

2e0r0jc.jpg

 

Now I'm in love.....any good texturing vids or tutorials that helped you learn Blender??

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damn cute textures on your map :)   i suggest going mad plotting objects on them, instancing really works and blender is a great scene composer.

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damn cute textures on your map smile.png   i suggest going mad plotting objects on them, instancing really works and blender is a great scene composer.

thanks, I usually place my objects and stuff on them inside Unity because I know a lot more about it than Blender and can hide/cull objects not in the camera frustum really easily and use a script to combine objects with the same texture/mesh into 1 draw call.

 

But if I could figure out a way to do it in Blender and cut down on my materials or combine textures I'd be interested. I was just working through marking seams to split up the meshes UV, but am a beginner.

 

I'm making these for mobile so trying to learn the most efficient ways. In the past I made tiny tile-able meshes and just repeated them to form hills, valleys, etc but had lots of overdraw and multiple draw calls. Now in Blender I've been trying to keep the terrain around 1k-3k verts/tris with 1x 1024 texture.

Edited by lmbarns
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