• Announcements

    • khawk

      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.


  • Content count

  • Joined

  • Last visited

Community Reputation

277 Neutral

About Bzunk

  • Rank

Personal Information

  1. Hi Clinton. Thanks for comment and sorry for delayed answer:). This model is from Arthur Novotny. Highpoly animated version is here https://www.youtube.com/watch?v=hgFq6mPKcj0 but for game engine only low-poly version with baked normals was used (and I don't have animation support yet). I will add some closer view in next updates.
  2. From the album Mashinky

    Recently I've added some anti-aliasing method (fxaa). You can check results here.
  3. 1

    Thanks Jeff. These trees from my friend Jan are really beautiful. I will tell him your praise.
  4. I like the bloom effect. Also the shadows looks very hi-res. I've never achieved such shadow details... Keep up good work;)
  5. Looks like oblivion:) Good job
  6. Looks very good.. How did you do that shadows on the ground? Is it a static shadow map or somehow rendered?
  7. 2

    Hi Mytre, thanks a lot. Grass is made of two meshes per map tile (~ 10*10m). Every mesh has around 50 intersected textured quads (for lower num of vertices than a face per single grass blade) with alpha testing. Thanks for report, maybe it is because of facebook app (like buttons), I will get rid of this:)
  8. From the album Mashinky

    Skybox has only temporal texture. In a final game, there will be 4-season cycle with smooth transitions.

    © © Monade

  9. From the album Mashinky

    The engine is written in C++ & DirectX9.0c. Whole map is generated.

    © © Monade

  10. From the album Mashinky

    First version of Terrain. Assets are from one very skilled graphical artist Jan Marvanek.

    © © Monade