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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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BloodOrange1981

scaling textures nicely to HD...I`m a programmer so be gentle

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Hi, I`m currently on a project that is a sequel and also a port. The previous format had their textures scaled by a factor of 2x when ported for the prequel, so if the original .png had a 128 x 128 size, the new one for the HD counterpart got scaled up to 256 x 256.

 

No-one on my team seems to have a clue how the textures were scaled up last time, I`ve had some experience mucking around on GIMP and paint.net so I know the basics of such packages.

 

However, I cannot scale these images to 256 x 256 and make them look good. I`ve been using gimp and tried both linear and cubic filtering but the colors get too fuzzy.  The textures are profile shots for dialog in a jrpg, and obviously in an anime style  so their hair and skin has `highlights` and that`s where most of the noticable ugliness comes from.

 

Does anyone recommend a method to retain visual clarity when scaling to 2x the size?

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There are no algorithmic methods for upscaling that universally look good - it's a fundamental imposibility, because all scaling algormithms fundamentally have to "invent" new information to fill in the added bandwidth provided by the higher resolution. Every scaling algorithm is a compromise. In particular, all extant upscaling algorithms have significant issues with large curves, arbitrary curves, and lines of arbitrary slope.

Really good upscaling requires an artist to manually add in new detail.
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Probably the simplest way to improve the visual would be upscaling with whatever method you think looks best and then using shaperning filters to make it look more crisp. In Photoshop or GIMP this is called "Unsharp Mask".

 

Next time you need different sizes for the same texture, try doing the opposite: start creating high-res material that you downscale to whatever you want.

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