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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. [quote name='Black-Rook' timestamp='1333780009' post='4928978'] I use 40x40 tiles in my game because my map sizes are 1600 x 1200, and to tile evenly you need to be able to divide 40 by the width and height, which means 40 tiles wide, 30 tiles long. [/quote] That's weird cause I always read 4, 8, 16, 32, 64 pixels tiles... First time I hear of 40x40 tiles. Thanks for sharing Black-Rock. I'd like to have some more people giving their opinion. Also, I'm looking for Adobe Flash animation tutorials/lessons/forum if you guys have anything to suggest! Thanks!
  2. [quote name='Black-Rook' timestamp='1333773106' post='4928963'] The resolution? Not sure if you mean DPI? DPI only concerns you if you're intending on printing your art. Now if you're asking what pixel size to go with, as in 100x400, this depends on your project. [/quote] This is what I mean by Resolution. [img]http://snag.gy/2vNH4.jpg[/img] Thinking about it, I would only be sketching in Photoshop so I guess Resolution doesn't really matter in the end. [quote name='Black-Rook' timestamp='1333773106' post='4928963'] Your tile size again depends on your project, and what size of tiles your editor will use, or how you prefer to make your map. I personally use sprite sheets, I hate loading tiles by each file. I will load the sheet in my custom World Designer, and cut them in the program. [/quote] Hmm that doesn't really answer my question. Maybe I wasn't clear. Let's take this picture from Isaac: (http://snag.gy/hLeTq.jpg) and let's say I want to reproduce a similar map. Although, in my case, the wall will be made of one repeated tile and interior/exterior corners; the floor will be a repeated tile (with 3-4 variations); the door should be 3 tiles large, one instance vertical and one horizontal. Now, should I draw a whole room in Illustrator with a 64x64 grid (or whatever size) and then tile it? Is it an efficient way to do it or do you have anything better to suggest me? [quote name='Black-Rook' timestamp='1333773106' post='4928963'] My work flow usually consists of dual monitors. I always keep a 100% preview showing, and I work zoomed in. I also like using tablets. [/quote] By workflow I meant your steps in creating a character. Sorry for the confusion. Although, that reminds me I have to invest in a second monitor haha! Thank you for your input Black-Rook.
  3. Hi guys! I need to start getting the art done for a 2D indie game project of mine but I am quite confused and I hope you guys can clarify some things for me. The art style is based on Edmund McMillen's The Binding of Isaac ([url="http://en.wikipedia.org/wiki/The_Binding_of_Isaac_(video_game)"]http://en.wikipedia....ac_(video_game)[/url]). The view will have the same perspective and the art will be simple and bold. I have a Wacom Bamboo Connect graphic tablet and I have Photoshop, Illustrator and Flash CS5 to work with. Now, I want to start but.. I don't wanna do things wrong and have to start again so I'd like to clarify some stuff with you guys.[list] [*]My main concern is with drawing the environment. In The Binding of Isaac, was the walls, doors, objects and floor drawn in Illustrator in your opinion or is it Photoshop? Because I've read that I want to work with vectors so it doesn't pixelize when scaled but I don't know if this applies to only the characters or to everything. [*]When working with Photoshop, what Resolution should I work with when starting a new project? [*]Should I work with 64x64 pixels tiles? Considering I do work with 64x64 pixels tiles and I want to create the floor tiles, walls and doors for a room type, should I be creating a 640x640 pixels (for example) and apply a 64x64 pixel grid to the view then start drawing. When I'm done, I take out every different tiles and create a tileset from there? What's the good way to work? [*]What is your workflow like when creating characters? Environment? [/list] I really appreciate any answers or tips you can give me! Of course, the best would be to get in contact with a graphic artist so I can communicate faster and have some support so if you feel like helping me, I would really owe you. Later!
  4. [quote name='Ashaman73' timestamp='1333639094' post='4928501'] Flash is not a drawing tool, more or less a 'programming framework'. Best you draw all your art in photoshop or any other painting tool.[/quote] [quote name='Ashaman73' timestamp='1333639094' post='4928501'] I think, that there are most likely only sprites and background images involved, most be done in a painting tool like photoshop. [/quote] [quote name='Ashaman73' timestamp='1333639094' post='4928501'] [b]Wacom bamboo [/b]for starter (~$70) [b]Wacom Intuos [/b]for more advanced user ($160-500, depends on size) [/quote] [quote name='microcake' timestamp='1333648339' post='4928547'] I would actually suggest using Adobe Illustrator to do your work. The key to this is that Illustrator works in vectors, meaning basically you can resize it and it retains most of its image quality. (I say "most" because resizing down to tiny tiny little sizes is still a little destructive, but that's not Illustrator's fault.) It's a little more difficult to handle compared to Photoshop, but I would really suggest using Photoshop more for "painterly" art styles. Flash can import assets from Illustrator and Photoshop, so Ashaman is right in that it's more of a programming framework. Most of the art should be done in PS or Ai, however some people DO make it in Flash so it's not impossible. But why would you do that when you have Illustrator at hand? [img]http://public.gamedev.net//public/style_emoticons/default/tongue.png[/img] Personally I make all my assets in Ai, then import them into Flash. ALL art assets. I personally think it's easier to draw and design in an environment like Ai that's made for something like that. The typical workflow (for me anyways, I can't promise I'm doing things at Best Practices level) is to sketch in Photoshop with your tablet (I have a WACOM Bamboo that cost me about $60-$70. Very all-purpose and something you should start with so that you aren't blowing your full $300 on a tablet that you might be unhappy with or use minimally), do your final artwork in Illustrator, and import to Flash. Blah I feel like I went around in circles, but I hope that helped. [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] [/quote] Ok. Actually I was gonna use Ai but read that McMillen's game were drawn in Flash (which I am not even sure) so I wasn't sure anymore what to use to get that result. So I'm gonna use Ai then. I was thinking about a similar workflow to yours where I would sketch in Photoshop using my tablet and then vector it in Ai but that's for characters. Now, I'm really not sure how to do ground tiles with Ai... How do you do your ground and backgrounds? Also, if you could quickly go over your Ai settings that would help me a bunch. Things like resolution, depth of color etc and how to save them in optimal quality for a video game. One other thing is I read that XNA's exporter cannot really work with vectors so it converts them to PNGs so I was wondering why work with vectors if in the end your gonna end up working with non-scaleable assets. I have yet to do more research on this but if you know anything about it, let me know. We thought about building our own exporter but it would be a lot of work for now. I'm going to get myself a tablet now. Thanks for the suggestion. I'll be getting the Wacom Bamboo. [quote name='microcake' timestamp='1333648339' post='4928547'] Blah I feel like I went around in circles, but I hope that helped. [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] [/quote] Haha, don't worry. At least, it made it very clear for me. Thanks guys!
  5. Hi guys. So, I've decided to go ahead and create the 2D assets for an indie game project. The art is going to be in a style close to Edmund McMillen's Super Meat Boy and The Binding of Isaac. I think the art of those games was done with Adobe Flash (would be nice to get a confirmation here). The problem is, I don't have any experience with this software. I do have some knowledge of Photoshop but I never really drawn with shadow, light and highlight layers. I never animated too. Also, I don't have any drawing skills but, I do have a very good artistic sense so I should progress rather quickly. So, knowing all that, here are some questions for you guys. Although, please feel free to post even if you don't necessarily answer a question. [list] [*]Do you have any online drawing lessons/tutorials to suggest me? [*]Should I sketch on paper then scan it or on a graphic tablet? [*]What's the workflow (steps) like between sketching and the final character render using Flash? Do you have any tutorial to suggest me? [*]Should the ground and environment be done with Flash as well? [*]Do you have any graphic table to suggest me? My price range is $300. [/list] Thank you so much for any help you guys can provide me!