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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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Copyright & derivatives

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I've recently found out some of the artwork in my current project is derivative work done by our previous artist.  These pieces (bitmaps) are heavily modified and no pixel remains the same.  In general, only the basic shape remains the same.  For instance, assume that you took an image of a Nazi soldier and turned him into a zombie wearing Nazi gear and scaled him up from a 32x32 image to a 128x128 image, while adding the necessary detail.


Any reasonable person would conclude they were both the same shape and design.


So, the original images are copyrighted and not available for distribution.  At what point, if any, are we allowed to use our scaled up/derivative image or do we have to dump this and start fresh?


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Either it is a derivation or not. If an art piece is a derivation of an other art piece, will eventually be settled at court, even  if every single pixel has an other value or hue and has been scaled down or up



...in my current project is derivative work done by our previous artist.

Yelling this in public forums is e.g. a bad start for your side...




1. Ask the previous artist to use his art (demand a license).

2. Ask a lawyer.

3. Start over again and make your own art.

Edited by Ashaman73

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Always make decisions on the defensive, as if not only your legal standing is on the line but the survival of the organization.  You are far better for having started art on your own from the start rather than using others work even if by permission. 


Have I used other's work by permission?  Sure, but I have been putting demand on myself in the last couple years or so to create 100% original art content unless my boss insists on using licensed work.  This forces me to improve both the speed of creation and my art skills while being totally safe legally:  3 huge reasons to make original content for games.


It becomes clear with forethought that doing the absolute right thing is harder but the rewards are greatest long term. biggrin.png





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