• 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.

Ivory_Oasis

Members
  • Content count

    4
  • Joined

  • Last visited

Community Reputation

104 Neutral

About Ivory_Oasis

  • Rank
    Newbie

Personal Information

  1. Art isn't like flipping burgers or putting widget A into widget B.... it is different every single time (visual, music, writting, whatever). Drawing you have to be aware and try to use sooooooooo many different variables (lighting, contrast, color, positive and negative space, balance, anatomy, edges, texture... and much more). At the same time, you have to do it differently. You can't simply use what used for you yesterday (or, well, everything ends up looking the same). What you see in an artists portfolio isn't what he / she does each time he /she sits down. It is the best of the best that has been done. Often what you see is only the "stuff that works". But what you rarely see are the piles of rejects they have as they tried to work out that good stuff (or, often, instead of piles or rejects they just keep going back and fixing all the stuff that was wrong with the piece, revision after revision). The thing is, those rejects are actually pretty useful. I sometimes end up drawing a HORRIBLE creature... but... actually like one or two of the ideas I had. So, the next one, I take those good parts and move the idea forward (without that crappy reject, the final wouldn't have been as good). Basically, art is problem solving. It is never a case of "here is the solution". It is always a process of working towards figuring out that solution (from sketching, silhouettes, color tests, references, blocking in, adjusting....). Oh, and sometimes, what "makes a piece work" isn't about what is really the important part (like the CREATURE in a creature concept). Sometimes it is just a matter of a different color or just adding in a better background :| Andddd sometimes, when looking at a picture for a while, you stop "seeing" it. You miss completely obvious things or think something works when it is crappy. Which is why it is sometimes a good idea to go take a break now and then When schedule doesn't give you that break, well, you just have to keep going and miss the obvious (hopefully someone with more time catches it :|