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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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vatsel

The Manipulators, art thread

13 posts in this topic

Hi Vatsel. Can you post your workflow?
What software and tools do you use, how do you collect reference, and what do you like to work on first in a piece?

Also, in that room painting, how did you work out the vanishing (or perspective) lines without having the vanishing point or the horizon line being visible in the composition?
When I do a sketch on paper and it's an unusual perspective like that one, the vanishing point lies outside the paper and somewhere around the table I'm sketching on - I had to use rulers to mark it out.

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Thanks rouncer!

 

Kryzon, I use Photoshop and an Intuos graphics tablet for all the painting I do. As for reference, I only use a bit to get an idea for some extra things to put in the room and to try and get the different materials right. One very cool method of solving perspective problems is building the room skeleton in Google sketch up first and then printscreening the right angle and importing it into Photoshop, it usually saves me a LOT of time as then I'll already have the perspective done for me.

 

I think I should do a little tutorial on my room design, maybe that will help?

 

Thanks for the comments !

 

edit: formatting

Edited by vatsel
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One very cool method of solving perspective problems is building the room skeleton in Google sketch up first and then printscreening the right angle and importing it into Photoshop
That's a smart solution, thanks for sharing.
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Kryzon - anytime!

 

Here's another piece of concept art

 

 

[sharedmedia=core:attachments:17867]
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Kryzon - depends on how much time I spend on the project during the day, but I'd say that it takes 14 hours of pure work.

It could take a couple of days or a week if I'm busy.

 

Thanks for the comment!

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