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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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nick5454

Creating 2d chars with photoshop vs illustrator

7 posts in this topic

Would anyone recommend making 2d chars for my game Photoshop over Illustrator or vice versa.

 

I read that Illustrator does vector graphics which I assume is better for rendering, but I also read that Photoshop is pixel based which is what a 2d character will render as.

 

These are 2d characters with detailed drawings and have accessories like guns and clothes.

 

Any advice is appreciated.

Nick

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2D graphics do not, in fact, have to be rendered as raster.  In some cases it's more efficient to render them as raster, but Flash and html5 can handle vectors as vectors.  Perhaps more importantly, I'd suggest you look at free software graphics programs (gimp and inkscape) before resorting to adobe software which is a lot more expensive for very little difference in capability.

Edited by sunandshadow
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Hello, here are two quick and dirty articles you can look over and see whether raster or vector is better suited to what you want to do:

 

Raster: http://www.gamedev.net/page/resources/_/creative/visual-arts/better-programmer-art-r2594

 

 

Vector: http://www.gamasutra.com/blogs/ChrisHildenbrand/20111015/8669/2D_Game_Art_For_Programmers__Part_1_updated.php

 

For detail I would lean towards raster (Photoshop or GIMP)

 

Your second link is absolutely fantastic, it should be stickied somewhere if it isn't already. Although I can draw just fine I feel like trying this "programmer art" out because I'm looking for a more "naive" style and it looks really great. Thanks. smile.png

Edited by Bearhugger
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I guess its really your call and what you feel most comfortable with...but for conversation sake...biggrin.png

 

One thing you should also take into consideration is the engine or even the language the game is being created in.

If you're the lone programmer and you're building it all from scratch, then you'll learn your limitations. 

 

Also, think about what platform the game will be for. If you're creating an HTML5 based game for cell-phones, vector images might not be the best because of hardware limitations. Many games use higher resolution raster simply because the ease of getting much more detail and the sprites are scaled down to be added to the game.

 

So, in order for me to feel more comfortable giving my advice, what platform and engine/language will your game have?

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