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      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.
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Frank Taylor

[CONCEPT]Crowdsourced 3D Game Art & Animation


2 posts in this topic

crowdsourced3dassets.png




To save time and money, Companies are turning to crowdsourced design competitions like 99designs.com for Logo design & more. The idea behind these competitions is, instead of hiring one designer, you hold a “design contest” to receive 100s of design submissions, pick the best one, and then award that designer the money.

Indie and Amateur Game Devs like me could benefit from such services. I thoroughly searched the internet for a crowdsource platform specializing in 3D Game Assets: Characters, Vehicles, Weapons, etc. The results: DesignCrowd.com and many links to how InXile is crowdsourcing 3D Unity models for Wasteland 2.

Why isn't there a crowdsourcing platform for 3D Game Assets? Obviously, authoring and animating a 3D Entity requires more time... Eureka! I had an idea and it works similar to a Distributed Computing System (ie UE3 SWARM) combined with Modular Entity Construction (UMECHS).

How it Works:

  • Game Devs submit 3D Game Entity Design
  • Dissect the Entity into Parts
  • Present Parts Design to Crowd
  • Collect Parts Output from Crowd
  • [Automated Assembly] Entity Variations from Parts for Review by Game Devs
    [Manual Assembly]
    • Customer Customization
    • Assisted Customization
  • Customer selects one or more Entity, Parts, or Packs for Purchase.
  • Publish Unselected Assets in Asset Marketplace for Sell to the masses.

There are several pros and cons to crowdsourcing contest (ie: speculative work). My Distributed Crowdsource Authoring for 3D Game Art & Animation model addresses these issues. I seek a profitable scenario for all Designers within the Model and solve a critical Asset problem for Game Developers world wide. I'm still flushing out the idea and open to both good and bad critique, complaints, solutions, etc.

Thanks for reading.

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One of my biggest issues with crowdsourcing materials is the copyright problem and the reliability around it. If I paid someone to provide me with assets, then I need very strong assurance that they actually control the rights to those assets and can legally transfer rights to me. If I use a bunch of art assets, and it later turns out they were ripped off by someone and given to me without proper copyright, and I get caught with them, then I'm still violating copyright law and a paper shield of "By uploading to this server you agree that blah blah blah" isn't much against a dragon of a well funded lawsuit against me. 

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