• Announcements

    • khawk

      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.
Sign in to follow this  
Followers 0
Legendre

Voxel graphics much easier than other graphics?

4 posts in this topic

As a low budget indie developer, I am always on the lookout for free/cheap graphics solutions that can be used for commercial games. Currently, I am hiring artists to draw traditional 2D art for my game, which costs a lot of money to do.

 

I was looking at Cube World (https://picroma.com/cubeworld) and Minecraft, which got me thinking. Are voxel graphics much easier to make than other graphics? Easier in the sense that a programmer like me can build graphics without having a dedicated artist.

0

Share this post


Link to post
Share on other sites

Voxel graphics aren't necessarily as simple as minecrafts (Which uses incredibly low resolution voxels), simple graphics are simple, complex graphics are complex, if you use sprites, 3d models, voxels, vectors, etc is irrelevant.

 

Edit: Here is some pretty decent(Allthough still quite low res) voxel graphics that definitely wasn't easy to make: http://devmaster.net/forums/topic/9300-voxelstein-3d-game-development-powered-by-kens-awesome-voxel-engine-called-voxlap/

Edited by SimonForsman
1

Share this post


Link to post
Share on other sites

Well it is much easier to get away with lower graphics quality if the game is voxel based. For example, I might be able to get away with a low quality voxel tree like this:

 

treeInterface.png

 

But if I hire an artist to draw a tree by hand, it will have to look much much better to pass. Also, it is simple to add/remove blocks from this tree to make branches and leaves. And it is simple to change the color of the tree. For hand drawn images, I would need to pay the artist to vary the design of the tree and artistically/professionally re-color it.

0

Share this post


Link to post
Share on other sites

It's really a matter of the fidelity you want to achieve, rather than the technology. Current "voxel" games like Minecraft and Cubeworld are using relatively low fidelity, so yes the art requirements are lower than comparable technology with higher fidelity. It also lends itself well to very simple animations, which cuts the art requirements further. Still, its not as simple as saying that low-fidelity art is "easier" -- for example, it was harder to make good-looking, distinctive sprites on the NES or SNES, than on the Playstation or 2D PC games of the day, because at some point the inherent limitations of low-fidelity kick in (there's a sort of sweet-spot).

 

As to whether you can get by without a dedicated artist, its hard to say, and depends on what you choose and what quality level you're happy with, as well as how much time you have. I, myself, am actually a fairly capable artist so I can sketch concepts, do lower-res sprites and backgrounds, and basic 3D models (though I don't texture or skin, usually), but I'm also the programmer, and I don't have time to wear the art hats too. Generally, my preference would be to only do enough placeholder art to attract an artist to the team, and then do just enough sketching to communicate my ideas to them.

0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0