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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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johnmasterlee

Seeking feedback on art direction for voxel based game

3 posts in this topic

Been prototyping a game concept inspired by Minecraft (who isn't these days?), and wanted to gather some thoughts on art direction.
 
I got the game concept down pretty good. It centers around building fortresses and then fighting back an invasion.
 
But I kinda want to explore the theme a bit more. I started down a path of a sci fi look, since there aren't too many games going that route with voxels. There are some cool visual effects that stand out when you creating a darker surrounding and adding light effects, when works well in a sci fi setting. But I'm curious if you all think another theme might make the game more visually appealing?
 
I had inspiration lately to perhaps shift the visual style to more of a retro look, so that you can create your own characters inspired by 8-bit and 16-bit gaming classics. Another game Cube World really did a great job going with a retro look and infusing that with RPG mechanics. 
 
Curious what your gut reaction is, and if there are some tips on what look would resonate with gamers.
 
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I prefer Quake 1 before Quake 2 because the high tech sci-fi style don't have enough color and natural structure for my taste. "Jazz jack rabbit holiday hare" has one of my favourite visual themes that works well with voxels.

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I prefer Quake 1 before Quake 2 because the high tech sci-fi style don't have enough color and natural structure for my taste. "Jazz jack rabbit holiday hare" has one of my favourite visual themes that works well with voxels.

 

Loved JJR!

 

I clearly skew towards more retro loving and my age shows when I say that. I know there's a segment of gamers who feel the same, just wondering whether the younger generation views that as something else (ie. cute? colorful?) or does retro only resonate with an older segment?

 

Anyways, I ended up creating a prototype to get a feel for the visual direction. If you want to check it out, stop by here. You can't interact with anything, but you can fly around a flying fortress:)

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Well, I really like both retro and also cartoonish looking characters that contrast with amazing game effects, as if the old warriors found new life and power in modern times.  Contrast can sometimes really bedazzle the players.  tongue.png

 

 

Clinton

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