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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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Tips for aspiring 2D sprite artist?

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Hi guys,


I am currently working on a platformer game with a friend, and I have been given the responsibility of creating the 2D sprites. While I do have experience in creating digital artworks, I have very little experience in creating sprites, in terms of 2D animation. I have recently finished an 8 frame run cycle as a placeholder asset, but I would still like to refine my creation process to help it become more quick and accurate. I would appreciate any tips that will help me refine my process, especially on these areas:


Character position within each frame:

My first attempt at a run cycle had the character's body changing positions, from the center to further to the right, between each frame. My partner suggested that I keep the body positioned at the center for each frame. Is this the right thing to do, and, for other actions such as tripping over and jumping, how can I know where to position the character within each frame?


Sprite positioning within game world for each frame:

In cases such as jumping and tripping over, each frame captures each step of the action. However, the sprite is also moving within the game world. For example, in the trip animation, the first frame would position the sprite in front of the object it is tripping over, but the following frames would likely have the sprite positioned on top of the object.In my mind, I find it hard to imagine how I should draw each frame to account of these changing sprite positions.


I look forward to hearing your tips :)





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