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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.

Victor Maia_144798

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About Victor Maia_144798

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  1. I've had trouble animating characters using 3D applications. It is too slow and difficult. I've programmed my own 3D animator that uses only the keyboard to change key angles. The results are much better, yet it draws some considerable time. I'm reaching the conclusion animating is hard because nor the keyboard nor the mouse are ideal input sources for that kind of thing. I guess the best would be a physical doll one could manipulate. Is anyone aware of such a product?
  2. @PBnFlash That sheet is great, it does give me a base to make a running cycle for my sprites. But I still have no idea how that works! The heck, he is 3/4, yet running forwards. How that doesn't look bizarre!? But anyway, you all agree it is just the body that is facing the camera, not the camera that is positioned diagonally, right?
  3. I am trying to replicate those sprites: But I am not managing to make sense of how it is done. The character is facing forward ( <--- ), but you can see the front of its body instead of just the side. Why? Is the camera positioned diagonally? Or is the body bent, as in a fighter stance? Or a combination of both? Which exactly is the positioning/perspective/view I should use to replicate it correctly?
  4. Hello,   I'm creating certain game for which the programming part mostly done, but I'm having trouble with the art. I don't have an artist, so I must do it myself. I need sprites like those: http://img113.imageshack.us/img113/5488/maleassassincrossdz7.gif they don't need to be as professional, but will have the same size and follow the same style (8 directions, front-angle). I have time to learn. So, what tools would you recommend me to look at in order to make those?   Thanks.
  5. Hello,   I'm creating certain game for which the programming part mostly done, but I'm having trouble with the art. I don't have an artist, so I must do it myself. I need sprites like those: http://img113.imageshack.us/img113/5488/maleassassincrossdz7.gif they don't need to be as professional, but will have the same size and follow the same style (8 directions, front-angle). I have time to learn. So, what tools would you recommend me to look at in order to make those?   Thanks.
  6. Can you suggest a good collision detection library? The best I could found was limited to AABB and Spheres. I'm using Javascript so I guess I would have to convert it by myself, so I would really appreciate a readable/modifiable library that allows collision checking for any mesh.
  7. I'm aware of the list, but I'm not sure what of those libraries would be more suitable for this game. The game has a static 3d world and spheres that can bounce when they collide with a wall. So... what is the simplest library for this work? Thank you very much guys!