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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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supesfan

How do you design a City?

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I want to design a city, much like New York but I am not sure of the best way to do it. As far as planning out the layout goes, I thought I'd use google maps and take a screenshot of a sky view of manhattan, and then open up the image in a 3ds max and outline the streets and blocks where the building will go. I will be creative with the buildings, but I don't know how to actually put it altogether.

 

How do the pros do it?

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What is this city for?  You'd pretty much never want to put a realistic city into a game; you either want to design it around the way it is supposed to function for the player, or around the way it is supposed to look if the player can't actually wander through it.

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It is for a free roaming game I want to make. actually not  much of a game, just something I want to try. I have an iron man character that I want to use to fly around a city.

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You create a few major roads, throw some grids of different sizes and orientations so that they fit the big roads, then throw in some more big roads but so that they fit to the existing stuff, then some more grids.

Then you go and erase a bunch of roads to get some trees in there, add curvy roads because theyre cool, maybe a town square and a hospital and a train track somewhere etc.

Then you go and try to connect all the mismatched grids in a sane way.

You could also think about how the city grew and see if that helps at all. Like if there at first were just a bunch of small roads connecting a few small areas of importance, which then had grids of new buildings added. Edited by Waterlimon
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There's a plugin for 3dsmax called Greeble, which can generate city blocks for you. You should still do some planning yourself, but this makes it easier to populate your scene with buildings more quickly. Also great for just creating a quick mockup to get it working, then you can refine the scene later on.

 

Have a look here: http://max.klanky.com/plugins.htm

 

And here's a tutorial: http://www.youtube.com/watch?v=OKyMITfghwM

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What is this city for?  You'd pretty much never want to put a realistic city into a game; you either want to design it around the way it is supposed to function for the player, or around the way it is supposed to look if the player can't actually wander through it.

 

Good point.

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