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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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  1. Well i guess you are right. In long term it would make sense , the time i waste in workflow will be the same as the time i need to learn photoshop. I have a Bamboo that is just collecting dust anyway.
  2. Hello We are currently small team that makes games for smartphones only. I am facing a little problem. I work in 3ds max and UDK and my colleague works in Photoshop and UDK. I make the model he makes the texture. However, its getting really hard to make communication channels effective. We are wasting time, because it takes long for me to explain which part is which. What I want to ask is should I learn Photoshop in order to fix this communication problem or is there another way to fix it? Is it common that 3d artist also works as a texture artist ? Thanks
  3. Well first and second are purely for educational purposes, I just want to know. The third one is for the project and it is quite small.
  4. [size=4][font=arial, helvetica, sans-serif]Hello[/font] [font=arial, helvetica, sans-serif]So I have few questions that consider story design.[/font] [font=arial, helvetica, sans-serif]The first one would be about dialogues and voices. When I have a game scene where there are dialogues what is the most appropriatetechnique to use ? Should I write text where when you enter a particular area you trigger the conversation with someone, where basically text is written on the bottom od the page? Or should I use some cut scenes? Or combine both and when combining, should there be some kind of relationship ? For example a cut scene represents that you have moved on to the Act 2 of the story. What kind of relationships are the between the cut scenes and the "in gamplay scenes". [/font] [font=arial, helvetica, sans-serif]I know that will you use voices or not in dialoguesdemands on the budget, but how expensive can it get? Is it possible that this kind of service can be found online ? Could I search for someone with equipment and so on, or is this thing done locally ? How expensive is it (considering that the people are not famous ones)?[/font] [font=arial, helvetica, sans-serif]The second one is about game trailers[/font] [font=arial, helvetica, sans-serif]The answer could be vague so it would be better if someone knows some good articles that I can read mattering game trailer? The main concern is how do I actually present my game in 3-4 min trailer ? Should it be story? Backstory of main charachter? Some gamplay scenes? I looked for different kind of trailers and some said everything about the game wich for me personally killed the game and some said very little about the game and it was all about the story. I don't want to do that. I would like to know techniques used for creating trailers, what do you present that would be just enough for ? I know they are totally different from movies, since in the movies you present the basic plot you go and watch awesomedialogues and scenes, but in game you sort of discover the plot, trough gamplay and environment.[/font] [font=arial, helvetica, sans-serif]The third one is about a part of the story I am struggling with[/font] [font=arial, helvetica, sans-serif]I have this part that deals with a tragic moment. The story begins with two people and you as one of them. Letter your partner dies. How do I create bond with this other guy and the actual player ? Should I try and make some rescue scenes or some emotional dialogues (dont want to go to emotional, it could get, well, weird)? Some articles about this would be useful.[/font] [font=arial, helvetica, sans-serif]Thanks [img]http://public.gamedev.net//public/style_emoticons/default/biggrin.png[/img][/font][/size]
  5. hahahah act 3 owns
  6. I totally agree. I remember playing Diablo 2 and when the boss came the atmosphere was so intense for me that I was literally scared. I was scared to start the fight. The incredible dark theme, cinematic and so much more, dialogue, voices, everything was soooo good. Now, it is just cartoonish click, click, click boring game. There is a reason why people are saying for Diablo 3 that is just about clicking and killing minions. This system (gameplay) was same in Diablo 2 as it is in Diablo 3, but you could not notice the “boring” part of it because of the story, environment and much more. I think that people that worked on Diablo 3 are not the same one anymore. [quote name='maxhayman' timestamp='1338633951' post='4945544'] Well it sells....what much more do they want [/quote] Yes, they made allot of money on Diablo 3 and it sells well. But you have to think on long term, leaving “bad” impression of game on millions and millions of people can turn disnatures. What I noticed is that it looks like Blizzard has spent most of its budget on marketing the Diablo 3. It was all over the place, internet, tv even radio. It just seems that they didn’t focus on the development as they did on marketing.
  7. Diablo 3 is action type of game and the story development in these games are a bit different. They don’t contain that much level of mystery as other large RPGs. Actually the story is fast, direct, brief and to the point which actually fits stylistic template of Diablo 3. Blizzard is able to do much better, we all know that. However today certain Diablo siblings franchises are totally reinvented as new expansions are realised while Blizzard took different approach where it created Diablo 3 to stick to its predecessors which we don’t see allot. The different professions you get to choose actually makes story better. Every one of those professions has some sort of background history which is a positive thing and breaks the monotony. The game levels are more "live" in diablo 3 than in 1 and 2. While playing you can hear voices of some side quests and other problems which break monotony even more. There are also some books that get dropped and in there you can find many new clues as well as information telling the story, adding the mystery to the overall story since you don’t know have you actually picked up every book there is. On the other side even if Diablo 3 is action game they could add some mystery. After all mystery is something that attaches us emotionally to the story. That being said, Diablo 3 get 2 out of 10 for mystery, there is none ! Dialogue is kind of, I don’t know, weird. It just can’t leave good impression as Diablo 1 and Diablo 2 could. I have seen allot better. Diablo 1 and Diablo 2, on me, left some really memorable moments. These moments were very emotional and kind of scary. Diablo 3 just sucks in these things. I start to question can Blizzard create anything that is emotionally advanced. The dark kind of story Diablo 1 and 2 had, cannot be seen in Diablo 3. Diablo 3 is all cartoonish and it is just ridicules to place Angels and Demons in that kind of environment, spoils the story. Blizzard has the habit now of making everything cartoonish, starting from WoW. I agree with you about the cut scenes. Cut scenes are BEUTIFUL in Diablo 3, but we want to see more of a intra-level cut scenes than extra-level. It is just annoying, weird and spoils everything. Diablo 3 seems to tell the story as simple as possible and sometimes I think Blizzard wrote and design it in about few months. Story as story is great, old-fashion and kind of attractive, but they should have added more mystery, better dialogue, environment, atmosphere. They should just present it in a better way, in a way they did in last two parts. [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]
  8. [quote name='jsj795' timestamp='1338274750' post='4944269'] This can either be this way or it can totally be the opposite. The character might start with doing things morally/ethically right, but then throughout the game, the outside forces (NPCs and monster killing/jumping/going through puzzles) make him become more in sync with today's society. This all depends on your plot and the character. [/quote] Yes, it can be totally opposite. However I was thinking on more of a end. The main character could go opposite of "right thing" and as a result story should introduce character that again shows the "right thing". For example you play with character and as story develops your characters starts to be more of a evil person and at the very end he is. However usually new character is introduced and in the part 2 of the game you play as that new character against the evil one. My point no matter how things develop through the story the main message should be the "right thing". If this is not the case then I think critics could be all over your game. [quote name='jsj795' timestamp='1338274750' post='4944269'] This is true to the certain extent, yes video games can engage players using beautiful graphics. However, a good storytelling within the game can also engage the player. Consider IF (Interactive Fiction). There is no graphics involved, only texts. However some of those stories can be astoundingly engaging, and that comes from the complexity of the story, the deep history and background of the game world (although not a game, Tolkien's Lord of the Rings series pretty much created a whole universe, and is very engaging to the readers). [/quote] I agree. However those storys still have GREAT enviorment too. In moder and more advanced games that enviorment is presented through graphics, visuals but they can also be presented only through text if the writter is skilled (but for me, better writte a book then). This quote I found in some article I can not find right now: [left]" In traditional dramatic arts, to "write story" is to have creative control over the character's psychological makeup, relationships and the plot arc itself. In games, to "write story" rarely, if ever, entails substantial changes to the actions of the central characters. Rather, the writer develops the "environment" -- ie: everything around the character. A game writer gives the world texture and substance which can, in and of itself, engender excellent writing but doesn't classify, in strict dramatic criteria, as "story"".[/left] [left][color=#3D3D3D][font=Arial, verdana, sans-serif][size=3]It explains it.[/size][/font][/color][/left]
  9. For the last month or so I have been following a book and 3Dbuzz tutorials in order to learn Unrealscript. I am beginner in programming, my main field is modeling and animation, but I wanted to test my self as indie so started using UDK and its tools. I am really love UDK and I kind of got hang of it. Licensing terms are also suitable for me. So as you see my choice is UDK and I do not want to go on any other. Today I found out about this article: [url="http://gameindustry.about.com/od/trends/a/Unreal-Engine-4-First-Look.htm"]http://gameindustry.about.com/od/trends/a/Unreal-Engine-4-First-Look.htm[/url] Some of you may have seen it some may not. The problem is that it says that Unrealscript will be removed and C++ will come as a replacement. Which is probably good, but is it good for me, indie game developer? I have seen posts that talk about how beginners should not start with C++ and yet it is obviously the one that I need to learn. I am kind of demotivated when it comes to learning Unrealscript and yet C++ may turn out hard. Should I stop to learn Unrealscript and move to C# and than on C++ so I can get the hang of it ? Or should I continue learning Unrealscript and once I feel comfortable with it move on C++ ? What are your opinions on introducing C++ on Unreal Technology and if you have read the article about UDK 4 what do you think it would turn out, for professionals and indie ? Thanks
  10. So you are suggesting that my main character eventually changes his personality since he is effected by the environment. This "new personality" should be reflection of what is "right thing" in contrast to the society today. On the other hand I have to justify 10 hours of non stop killing, jumping, going through puzzles and so on. The way to justify is to introduce characters and their stories and effect of those stories on you, the main character. This is where I got my story kind of messed up. [img]http://public.gamedev.net//public/style_emoticons/default/dry.png[/img] I kind of think that games require more of a simple story rather then complex one. How do you make this simple story a hit is using environment, astonishing environment. Shadow of Colossus (with those huge beautiful colossus approaching to you leaves a breath taking scene) as well as Bioshock and God of War used that environment to increase the size and importance of the story as well as attach people emotionally to it. So I think environment in which player plays is equally important to the story. [img]http://public.gamedev.net//public/style_emoticons/default/sleep.png[/img]
  11. Hello guys So I have few questions that kind of are bothering me.. For the last month and a half i think I have been writing the basic plot, outline, of linear story and I thought it would last 3 days :/. When I have came to an almost end I struck a large problem that I was not able to see while developing. My story started to look more like an NPC story than an actual main character personal story. It start with problem that main character has but as he searches the solution he learns about things few had know. However it soon turns out to be story about the NPCs rather then the character and his aim (even due they still exist, but became smaller in comparison to what he/she had discovered). I could try to make his "new findings" his new problem, but it would probably turn out confusion and unreasonable. I made my story to be highly logical and where player wont get in the position where he fights a certain enemy without particular reason that is connected to overall plot. What are your suggestion I should do about this problem ? Go do it all over again or should I rearrange the problems so that they highly concern the main character (which will be hard I think). The second question is about complicity of the story. My story currently is very complicated, but not in a Spanish soap way. Every part of it has deep meaning and it is higly connected to more parts on the plot. I design it so player would become emotionally attached to it by providing him details that will create that spell. Star wars i complicated and highly successful. Shadow of Colossus is totally contradictory to the Star Wars and it is as well very successive story as Star Wars. So my question is what you thing story should be, complicated or simple ? Thanks [img]http://public.gamedev.net//public/style_emoticons/default/biggrin.png[/img] (sorry if it is already written or discussed since this is my first post)