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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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Ziiar

Is using stock or purchased 3D models frowned upon?

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I realize this may vary depending on the production value of the game and if the game is free or not.  I’m starting a project as a level designer and am tempted to buy models but I thought that would make the game look cheap.  This isn’t a matter of model quality though.  I’m aware that there are good and bad models out there.  What I am worried about is that the models would stand out and people would recognize them as other people’s work.  I looked around but could not find much debate over the subject.

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No, it's not frowned on.  It's fine for the models to be recognized as the some ones in other games if both games bought them legally.

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No its not frowned upon.  Dozens of hames on XBLIG use graphics from 3DRT.  Lots of games on iOS use graphics from the Gamesalad and Unity asset store.  There have also been a few relatively high profile indie games using the oryx sprite pack.
There are also several games using textures from cgtextures.

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I think you are over-estimating the general public. Most people just play games, they are not at all involved in the game dev community. I would be shocked if you even recieved a comment about using stock material outside of here or another form of dev social media.

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There's no shame in using stock models and stuff, plus, when you start building a library of your own models and stock stuff, you can start doing kit bashing. Basically this means you take parts from the various models and put them together to make new ones. Like if one of your models has very well modeled hands, which is a pain to model up and get good edge loops, you can just use that hand for all your other models, making minor adjustmenst if need. Same goes for props, clothing, etc.

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