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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.

MSW

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  1. Typicality a graphic designer works in the publishing (books and uncommonly video games) and/or advertisement industries. Designing things like the packaging a video game comes in, corporate and game logos, can even mean the menu screens (games, DVDs and BluRays), as well anything graphic used in advertising (billboards, flyers, web ads, etc.). All Graphic Design degrees I'm aware of focus on this, and a typical college assignment would be something like "design the brochure for the upcoming theater guild projections".   You don't have to be good at drawing for this degree, but it can definitely help (a lot of graphic designer majors end up as illustrators). And any Graphic Design degree will be focused on getting your design portfolio to be the best it can be. Because a GREAT portfolio will open more doors for you than any level of degree you obtain.   Hope this helps.       
  2. I suck at drawing hair and facial expressions. My devianart: http://msw.deviantart.com/
  3. Ever heard about the Keytar ( [url="http://en.wikipedia.org/wiki/Keytar"]http://en.wikipedia.org/wiki/Keytar[/url]) How about [i]Gods of Keytar. [/i]Even godsofkeytar.com is open. Even [i]Rock Band 3[/i] has the perfect controller for this.
  4. The epic sniper battle with the boss named [i]The End[/i] in Metal Gear Solid 3. From Wiki: [quote][font="sans-serif"][size="2"]Kojima designed [url="http://en.wikipedia.org/wiki/Boss_(video_games)"]boss battles[/url] of [i]Snake Eater[/i] to be totally different from those in previous [i]Metal Gear[/i] games, or any other games. He said that the boss battle with sniper [url="http://en.wikipedia.org/wiki/List_of_characters_in_the_Metal_Gear_series#The_End"]The End[/url] best represented free, open gameplay in the game. The battle takes place over a large area of dense jungle, and the player must search extensively for The End, who attacks over long range from an unknown position. This battle of attrition can last for hours, and contrasts with other boss fights in which the enemy is right in front of the player and in view the whole time. In addition, the player has the ability to both avoid this boss battle altogether by killing The End earlier in the game; or save and quit during the fight, wait a week, and reload the game to find The End having died of old age. Kojima commented that features like this do not appear in other games.[sup][/quote][/sup][/size][/font] [font="sans-serif"][size="2"][sup] [/sup][/size][/font] [font="sans-serif"][size="2"][sup] [/sup][/size][/font] [font="sans-serif"][size="2"][sup] [/sup][/size][/font]
  5. [quote name='Cap'n VG' timestamp='1314621821' post='4855035'] I made new changes now in this game. So tell me if its good. The plot is simple. After some malfunction, your spaceship is busted and you'll get help after the time runs out, so in that time you must dodge comets using your opposite directions. As the levels increase, the game becomes tough. [url="http://www.2shared.com/file/NG2ykPqs/Galactic_Pixel.html"]http://www.2shared.c...ctic_Pixel.html[/url] [/quote] Your game is full of bugs. I don't care about your game's frankly lazy plot. Show me you can constantly program[i][b] good controls[/b][/i] before you even think about busted ones. Show me you can program [b][i]working[/i][/b] weapons before you think about busted ones. I lasted a good 15 minutes simply by moving right and hammering on the space bar...The level did not increase...The time did not run out...And I shot all the "comets"! [font=arial, sans-serif][size=2] [/size][/font] [font=arial, sans-serif][size=2]And I said your game is full of bugs...Most of them you should have exterminated before you uploaded the game. [/size][/font]
  6. [quote name='Sirisian' timestamp='1314637786' post='4855132'] Then again 1g acceleration is kind of slow since humans can endure 4g. [/quote] Correction: "Then again 1g acceleration is kind of slow since humans can [i]briefly[/i] endure 4g." No human has[i] yet [/i]endured 5 hours at 4g, let alone a single day, week, month, or year.
  7. My advice would be to concentrate on choosing ONE of your weapons and ONE of your game modes and dump the rest. Then, make the very best, most enjoyable game you can out of that...That's "keeping it simple stupid!".
  8. [quote name='Antheus' timestamp='1301429139' post='4791869'] Are you aware that your car, rated at 95 horsepowers is actually capable of 130+ with just a software mod? (a friend brought in a regular car for check up. Was very happy with how well it turned out. They called him back two days later, apologizing they loaded the wrong software and gave him racing version, making his car illegal and his insurance void as per law and had to revert it). Turns out, your budget sedan has software that controls everything, from injection to suspension to whatnot, making a difference between family car and rally-capable monster. [/quote] It doesn't quite work that way. Yes, there are lots of things the software can control...but only up to a point. A run of the mill basic budget Subaru Impreza will not turn into an WRX with just a software update. Software can't conjure turbos, higher lift cams, larger throttle bodies and injectors, more robust sway bars, enhanced brake systems, etc. No matter how you want to slice it, manufacturing still costs money. If they can save $.000001 on a set of budget head bolts for every budget car, they are going to do it.
  9. [quote name='Zethariel' timestamp='1300814296' post='4789192'] Sorry, but this doesn't sound right O.o The tension is all gone and it feels like a romantic story now. When you wake up from a comatose, a man bangs against your prison and you can barelly wrap your head around anything, that including walking, I guess you can't really speak. Nor even think reasonably. It sounds almost like they had all the time in the world, allowing the girl to have an inquiry about what is going on. Personally, I liked the OP's version more. Your version sounds like that one Mass Effect2 scene, where Shephard (woken up from a comatose, under fire and amidst the chaos of death and panic) has the time to speak to his/her future teammate about what is going on, who he is etc. It just felt silly and weird Unnatural perhaps. [/quote] Yeah, its not my best work. But I think you might be reading too much into things. Both the original run-on sentence and my reworking are pure exposition...The who's, why's, where's letting you know what it going on. Understand? Tension isn't intended here, its just the set up. Where the tension and suspense should be is in the escape. Which is that whole section from the point they leave the medical pod until they safely board Yuna's craft. And because this is told from Diroka's perspective, she needs to have a stake in the action by being an active participant..."finding her feet and running" is only action...Helping to decide the actions that are taken is active participation. Maybe a more dramatic and suspenseful escape is if the exit is cut-off...Tao contacts Yuna to plot an alternative route through the facility...Diroka remembers something, maybe an alternative route that is different than the one Yuna plots...But Diroka isn't sure, so they follow Yuna's path...Its a dead end, security forces are right on their tail...Diroka suddenly remembers the secret hatch..And they escape safely onto Yuna's ship. Thats just a summery, still room for ricocheting bullets and explosions. Point is its not just run, run, run.[img]http://public.gamedev.net/public/style_emoticons/default/wink.gif[/img]
  10. The second revision helps some with the clarity. And, I'm really not much of a grammar and spelling nazi, yet the pervasive run-on sentences make this hard to read. Example: [quote][color="#000080"][font="Calibri"][size="2"]“Diroka I thought I'd never find you!" cries the young man "do you know who I am? There’s no time to explain, security were already onto me when I broke in here, so look... I don’t know what they have done to you, but It’s me Tao... your brother, remember? We have to get out of here", Diroka wished she could remember, but the large overall coat he wraps around her smells of Kade and Luca oil, a familiar scent that reminds her of a vivid memory of safety.[/size][/font][/color] [/quote] Here, rewrote it a little. Gave her a little bit of voice in this, so she is more than Tao's motive or a narrative m[font="arial, sans-serif"][size="2"]acguffin. Also exorcised many inconsequential details that can be waxed poetic over later. [/size][/font] [font="arial, sans-serif"] [/font] [quote] "Diroka!", beamed the young man. She was flushed from confusion, "I-is that my name? Y-you know me?". "Yes, of course I do! -But, we have to get you out of here!" "W-where are we?" "Look, I don't know what they did to you...", wrapping her in his overcoat. "It's me, Tao...your brother, remember?". She warms to the familiar scent of the coat; recalling distant memories of safety. Then, another set of sirens started, closer and more persistent. "Security is already onto us", prying her from the medical pod. "You are just going to have to trust me. There isn't time to explain!". She welcomed his grasp, as they bolt into the hallway. [/quote]
  11. [quote name='Hodgman' timestamp='1300669353' post='4788432'] On that topic - many movie tie-in games can't recreate the actors likeness due to licensing problems. For example, Christian Bale wanted [i]eighteen bajillion dollars [/i]in compensation for his likeness to appear in Terminator Salvation, so they had to make their own version of John Conner. [/quote] Does it only count as an endorsement if their likeness is able to be modeled in the game? I mean, due to technical limitations they could only approximate Sylvester Stallone's likeness for the NES Rambo game...Even though his mug is all over the packaging and even the NES cart.
  12. Wouldn't all those World of Warcraft commercials count? And many of the movie licensed games? Or something like Street Fighter: the movie the game, where the actors are represented as digitalized sprites?
  13. It doesn't matter. The root of this issue is all about getting approval. And this elusive "art" merit badge won't mean anything if continue to toss traditional games under the bus just to possess it.
  14. I think the main problem might be that the player's monster is "anchored" to the left side of the screen. Why not have the monster be able to charge or jump forward a bit to perform the melee attack, and gently "fall" back (like moon level gravity) to the left side of the screen again?
  15. [quote name='kaktusas2598' timestamp='1300548922' post='4787937'] Ok, now I'm playing first Doom and I beat it in one hour,[b] last level was with two monsters and then it ports me to room with many monsters and lastly shows text screen saying "It's not over, come back to shores of hell"[/b] and something like this. So is first Doom so short? Are there any more levels, cause I beat it pretty quicly... The game is really cool even comparing to nowadays games.. It's shame that I just playing it now... [/quote] That precisely describes the last level of the DOOM shareware demo, a map called the Phobos Anomaly. [color="#3A3A3A"][font="Helvetica, Arial, sans-serif"][size="2"][/size][/font][/color]Doom has three episodes: 1) Knee-deep in the dead. 2) Shores of hell. 3) Inferno The shareware demo only included the first episode. ULTIMATE DOOM includes the 3 DOOM episodes outlined above. And has an additional episode title Thy Flesh Consumed.