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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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thenameisdivine@rocketmail.com

Am I obliged to create one?

11 posts in this topic

Warning I'm not a PRO.

hi my name is pauline fisher this is my first time in gamedev.net smile.png

me old thread
viewtopic.php?f=141&t=47845

I dont want to extend this thread I started long time ago from the new boston forums. but.. there are few questions I want to ask more so. I started a new one. If you do have any tips and suggestion with regards to my older thread you can go ahead and pm me or whatnot!? ;) muah! 

question:

Am I obliged to create my very own 3d modeling software in creating a game? specially if im goin to start a verysmall game studio?
or can I used existing softwares for the 3d models like (blender3d, maya, 3dsmax etc,.) then export it on my game engine?

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IF you go with an already existing engine (Unity, Unreal, Torque, C4, ....), you will most probably not even have to write any exporter plugin.

 

Make sure you use one of the standart formats (like .obj, .fbx, or something like this), and 99% of engines will already have importers (exporters? importers? Anyway, a plugin that imports it) for it.

 

You might face more difficulties with .blend, the standart format Blender saves its files as, just because not every engine will import it (Unity does AFAIK). But because of that Blender has a huge list of exporter plugins, and at least for the .obj one I can tell it works without problems.

 

So pick one of the existing 3D Packages (Blender if you are on a tight budget) and model away. Rest assured you will always be able to export into a mutlitude of formats, and your engine, as long as its an existing one, will always accept at least one of them.

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Whilst the Unreal engine is commonly used in professional game development, many companies still choose to write their own engine for various reasons (i.e more suited to problem domain, lighter, cheaper?, R&D tax breaks?, etc.) however, much less professional games studios write their own tools from scratch which are of the same scale as Maya, Blender, Max etc. and instead augment these existing ones with their own extensions and plugins suited to their projects.

However, much of the talent in professional studios will understand what is below the hood of something like Maya, and if given enough time could probably implement all the features. Developers that rather stay ignorant of the important low level details because they are using something basic like Unity is not really the sort of principle that exists outside of indie game development. Unfortunately limited time is relevant to both ;) Edited by Karsten_
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Good luck to you programming your own modeling/animation software like Blender/Maya, these are extremely advanced software created over years by large amounts of highly skilled programmers.

Edited by rAm_y_
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I can't think of anyone that rolls their own art tools for modeling or images -- studios will write art tools to do things that the existing tools don't, or to further process output from those standard art tools before it goes into their game. In general, tools exist for most anything you might want to do, but might not do it exactly as you want -- the path of least resistance is to write tools to close the gap, rather than to start from scratch.

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or can I used existing softwares for the 3d models like (blender3d, maya, 3dsmax etc,.) then export it on my game engine?

 

That is what I do. Just create an exporter plugin for the 3d modeler of your choice if you want to use a different file format for your engine. 

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If your purpose/goal is to develop a 3D game as it sounds like it is, why would you think you were "obligated" to also develop your own 3D modeling software?

 

Developing games and developing modeling software are two entirely separate business models. Sure, you could do both, but why bother as it doesn't sound as though that is your desire/goal.

 

Just do as the others here have suggested, if you have the funds for Maya or 3DS Max then go that route. If your budget is limited go with the free open-source, Blender.

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Thanks man you guys are the best! Okay so that clears my mind. :)

 


Basically, it's like if you want to become a pro-cyclist. Your main goal would be learning how to cycle really fast, not worry about if you need to build your own bike.

 

And to this one. Ive seen it like this. To be a pro cyclist is to be like a gamer. And the one who build a bike is more like a game developer.

but doesnt mean to build a bike will mandatorily put you in the process of creating each materials from ground up right? (not unless you want to) but you can use an already existing materials like pre-made wheels, sprockets, sprints and chains. that other people already created. just so you can build your bike or even modify it. just like using pre-existing softwares to create 3d models and plug it in to your own engine.

And yah You got it right sir thanks :)

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Just do as the others here have suggested, if you have the funds for Maya or 3DS Max then go that route. If your budget is limited go with the free open-source, Blender.

 

thanks :) 

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