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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. You're right. I have 3 projects that are unpaid that I'm working on. I need money so the only project I'll take now is paid. Congratz on finding an artist though.
  2. To be honest, pixel art is complete different than drawing on paper. It's all about math based drawing. You have to know where to put the right number of pixels to make the shapes you want. Eye for color? Yes you need that. If you don't know anything about lighting or shading you're going to fail. But yeah, it's easy to do, if you know those things. It's just really time consuming. Reason being, you're drawing pixel by pixel. It's really rewarding when you get a sprite sheet and you character is moving around though.    As far as finding an artist, just like the other guy said, look in the classifieds section. I'm an artist looking for work btw ^_^
  3. This is a good post man. I'm trying to learn as much on being a concept artist as possible before I go to school in the fall. I also follow Feng Zhu. He told me something that I found out, first hand, today. The entire competition in concept art is speed and consistancy. Feng Zhu said that. And today a client of mine dropped me for someone who had more time to work and seemed to produce quicker than me. I took that as a learning experience and am going to do everything possible to make sure my spot, in the Studio I'm currently in, doesn't get replaced or second guessed. I'm gonna' be as fast as possible, as consistent and reliable as possible. Thanks for the info! And anyone looking to be a concept artist should take a look at Feng Zhu (his blog &/or Youtube[FZDSchool])
  4. Wow that was a big turn out! You guys all have nice advice. I appreciate it, I really do. I'm going to take note of the options listed and put them in effect tomorrow night, if not tomorrow morning. Thanks guys! GameDev is filled with helpful people. So glad I made a profile here. (^_^)
  5. I drew a character for my 3d modeler. The problem comes in, with the fact that I can't draw the same character from side view and have all the features match up. I'm pretty sure there are some tips or tricks that help with this kind of thing. I'll even post the picture here.     Umm, if you don't like how I draw that's fine. I don't need to hear that. I didn't ask for opinions on my artwork. Just info on how to make the side view line up.      Thanks in advance.  
  6. BCullis, my bad for coming off as disrespectful. It's just I talk to artists and they say that you don't absolutely have to know photoshop. But like you stated, it's good to get familiar with it and studios do buy the license for a reason. 
  7.   Will do!     You're being so helpful! I dont understand why you bashed me on the other thread. I was just trying to help. But umm, I have another question now. He says that he can offer me payment at a later date. Also, he says the only thing he can offer me now is royalties and shares of the company. What should I do with that? Don't take it personally, I don't know you from anyone else on the boards.  I just respond to information (or misinformation) as I see it.   Anyway, if you want to do artwork for the hell of it and to improve your experience/portfolio, expect that this studio will never pay you and you're doing pro-bono work.  If you were only doing it to get paid, respectfully decline and find something else.  DeviantArt's forums or Conceptart.org's forums both have sections where paying customers are looking for artists, you can check there.   Understood, but yeah I'll just decline. I have enough on my plate as it is and I was only doing this extra work for the money.
  8.   You're being so helpful! I dont understand why you bashed me on the other thread. I was just trying to help. But umm, I have another question now. He says that he can offer me payment at a later date. Also, he says the only thing he can offer me now is royalties and shares of the company. What should I do with that?
  9. Wow. Mr_P3rf3ct, you're hardly the authority on industry art practices, so please don't try and sound like it.  It's pretty rude to knock someone's information aside like that, especially given their comparable experience to your own.   For someone to say that you have to use Photoshop to be an artist, yeah I'm knocking that aside. That complete bs. If that was the case, there wouldn't be CS Paintor, GIMP, Paint Tool SAI and all the other programs. It comes down to preference. If they want a specify file type, as long as your program allows you to export in required format you're fine.   I never said I was some artist guru. But from the artists I've have conversations with, all in the industry, you're not REQUIRED to use Photoshop. It's just the one that has pretty much everything you could want. That's why a lot of artists use it. Unless you're an artists with years of experience, please don't try and undermined me like that again. I'm asking nicely.    & B. Cullis, you were being so helpful in the other thread. Why like this now?! Lol
  10. I agree with BCullis. They're just a new studio with big dreams. I'm not saying that I won't get anything done with them, but they aren't looking to do something that is known to be successful (I suggested a small plat-former game). They want to create game apps with Unity. I'm hoping we're able to complete them but then again, they do have big dreams.
  11.   That's all wrong. A lot of artists don't even use layers. So if they wanted things to be layered, they would have to tell you ahead of time. Let it be noted that GIMP has layers. And anything else they wanted they would let you know ahead of time. A lot of the things you brought up make no sense at all.   -Style issues? That's all comes down to the artist, not the program they use... smh   Dude, don't listen to him. You can use whatever you want, but A LOT of professional artists use Photoshop. If they want specs from photoshop, you can easily draw in your preferred program, upload it in photoshop, do some small revisions and there goes the specs. It's not like you absolutely have to use photoshop. Not everybody learns it.
  12.   The project lead just messaged me back today. He said there's no confidentiality clause what so ever. :D I'm free!!
  13. What I decided was that I would charge him $10/hr since I'm just a student & that I would work on it for 2 hours a day for 1-2 weeks. Good decision? Bad decision? The pricing is still in the negotiation stage.
  14. I'm pretty sure the clients don't care what you use as long as they like the product you produce, So by all means, use a freeware program. I use Gimp quiet frequently.   What I got from other artist is this. If you contract doesn't say you work is exclusive with them, you are free to freelance. So if I'm with a company that allows me to freelance, I would work both. As long as you have the time, do as you like, if you're able to do so.
  15.   Well thanks for the advice. I'm so glad I made a profile here at GameDev