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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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Woland

The job of a concept artist

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I don't disagree with your post but we also used a concept artist to help with initial inceptions of environments, architectures etc on a less precise scale, this enables a broader perspective from which then to narrow down the more asset-oriented concept art, in keeping with the overall "feel" created.

 

A Concept Artist and his Art (aka The fast food industry equivalent of supply and demand)

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Yeah, that's what I meant by mood concepts. I might have not given it enough attention though. Thanks for the tip. Liked your article too - it's much more on the technical side of things than mine.

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This is a good post man. I'm trying to learn as much on being a concept artist as possible before I go to school in the fall. I also follow Feng Zhu. He told me something that I found out, first hand, today. The entire competition in concept art is speed and consistancy. Feng Zhu said that. And today a client of mine dropped me for someone who had more time to work and seemed to produce quicker than me. I took that as a learning experience and am going to do everything possible to make sure my spot, in the Studio I'm currently in, doesn't get replaced or second guessed. I'm gonna' be as fast as possible, as consistent and reliable as possible. Thanks for the info! And anyone looking to be a concept artist should take a look at Feng Zhu (his blog &/or Youtube[FZDSchool])

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I am working with concept artists pretty closely right now and I agree, that speed is important. However, it's not just any speed. Drawing speed or art producing speed isn't necessarily the speed you are looking for. The speed that seems to matter the most is how fast you can get into the style that's expected. How fast can you start producing designs that hit the spot. Some can do it in a few days, some in a month. Look at it like that: you can produce 3 concepts a week, someone else can produce 5 concepts a week. They are equally good. Still, if you get the style 2 weeks before the other guy, you will leave the impression of being the first one to get the style and the first one that produced results. Most likely nobody will notice that you didn't draw more accepted designs than other artists, but everyone will remember the first concepts that got accepted and were shown to the CEO.

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