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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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Shane C

From mobile to PC graphics

2 posts in this topic

I'm accustomed to designing for mobile hardware, where I just feel like expectations are lower than on PC.

 

However, I'm going to be using the Unreal 4 Engine for a PC game it looks like, so I might as well try to make it look good.

 

The problem is, like I said, I'm accustomed to designing for mobile. I will have more power available now. But I need to learn to utilize that extra power well - I mean, you can't just put 1 million polygons in a rock.

 

So besides my general "Got any advice?" question, I'll also ask a more specific question. It's almost a proven fact that models alone won't make a game graphical. You need lighting, etc. But my question is, not counting normal-mapping and completely forgetting about it for a second...

 

Would I be okay making human characters 20k polygons for a modern PC game, and focusing on lighting and stuff to make it graphical, or do I need something more robust like 40k per human character?

 

I'm aware the actual mesh and its quality matters as well...

 

Any advice is appreciated.

Edited by Shane C
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I'd say you're pretty decent in the 20k polygon mark, but I guess it also depends on how many of them you want to render simultaneously. Afaik, and just for a reference, Hitman Absolution's main character (2012) and Tomb Raider's Lara (2013) are in the 20k-35k range.

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While I agree with SapphireG's answer, I would like to add that "it depends" as well and applying some logical thinking can take you a long way. It's nice to have a reference of what your maximum aim should be before you make the actual model (especially for complex models), aiming for the max isn't always the answer.

 

Simple examples: You can model a plane with 2k vertices, but 4 would very likely suffice. You can add 5 lights to your scene, but perhaps you can make it work with 2. Etc. :)

 

especially when it comes to models, adding more vertices at some point will simply not matter that much anymore. So also keep it reasonable for what you want to achieve. Every calculation you can do less, you can use for something else, or ensure a certain framerate.

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