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      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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where to get started?

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Hello, i am 15 years old and the job i am dreaming of is to create characters in video games. and if i get enough time to learn also enviroment.

and of course armor and weapons if that is included in the game.

and in my last topic i asked about what programs and skill that was needed. i am pretty confused with the drawing skill, if that was needed or not.

i dont have eny skills in drawing but i can train that up if it is needed of course.

but my question is if someone with this job could tell me where i can start training. 

shall i start with Zbrush or maya or photoshop or with something like blender or crytech? or maybe even drawing.

as i know the one that makes concept art is the one that uses drawing skill. and scetching on a computer and the 3d artist is the one that makes the 3d model after that. please also tell me if you are working with this or a job that is simular to this.

and also tell where to start and what to do next.example: start with training up zbrush cause ................... and then you should train with photoshop and maya cause ............. or something but intead of the dots the reason why i should start with that.








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I am actually in the industry as a 2D and 3D artist.


Drawing is a huge advantage and is considered prerequisite ability by companies for certain positions in some art teams.  This may be true for amateur teams, too.  In the industry in general, a good drawing ability would serve you well.


However, I have an ironic story.  My freehand drawing skills are exceptionally good, though I am admittedly slow and obsessed with quality.  Some companies would love that and hire me as a concept artist in a heartbeat.  The biggest irony is that I entered the industry through a 3D friend ( a game concept designer, too) who I had known for years.  I had only wanted to create 3D models as a hobby and maybe after many years be able to do some pro stuff.  After a few weeks of tinkering with Wings3D and having showed him some of my models, my friend said that his jaw literally dropped!  He said that the quality of my work was already years advanced and I had only been at it several weeks. "You're a *%##@! prodigy!!" he told me.  My friend wanted me to join his art team to make a major game, so here I am!  I have been doing this now for over 2 1/2 years and honed other skills such as 2D art and IT consulting in the industry. 


If you work hard at the 2 or 3 areas that bring you the most passion and satisfaction, then you too will be on your own personal fast track of advancement in game creation.  One secret is to not do too many different things at one time.  Get good at one, then move to the next.  Another secret is that who you know will have a major effect on the opportunities presented to you, as it did in my case.


Now, there is a strong demand for certain artists and always a demand for very skilled artists in any category, so don't worry if you know you are good.


Character artists with originality and appeal are always sought!  Start with paper character concepts for a few months and then get a drawing tablet such as Wacom.  GIMP is a good thing in your tool box.  Top tool software to consider long term would be to start with Blender.  Collada would be a good thing to have in your portfolio, such as making an animated character in Blender and porting by Collada into Torque3D or other engine, animations and all.  Maya is great and so is ZBrush, but I highly advise progressing approximately in the order that I listed here, which should typically take a few years - worth the effort!  Remember:  Many programs are no cost forever or no cost to students in a student version. 


Being able to draw your characters first before you touch 3D technology is a powerful way of communicating and promoting your character concepts, and in some companies may be required, reason because it is far faster to draw a character on paper or digital art tablet (Wacom, etc) and show them for approval than to create it in a 3D program.  This cost savings (in money and time) has another advantage in allowing changes to be made at the concept phase much quicker, too.  If the concept art of the character artist is good enough, it has the added advantage of being shown to potential investors or others concerned or used in advertisements for the game at a later date.  All the while, the artist works on approved characters.


Remember:  You can climb any mountain in the world if you take it one step at a time.  You can do this! biggrin.png



Edited by 3Ddreamer

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