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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.

microcake

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  1. [quote name='Supbot' timestamp='1333661355' post='4928597'] 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. [/quote] You work in a vector format and export as a .png spritesheet....so yes XNA reads .png spritesheets but you need to create them somehow, right? It's like saying "why would you work in .psd's when they'll eventually become .jpegs". You want to work in the editable format, save it FOREVER (because it's blasphemous to throw away source files D: ), and export as a .png. You *definitely* want to keep the editable file. The way I work is I work in vector and I keep all my art assets as scalable as possible so that, when I'm mocking up game screens, I can easily move and shift things around without losing quality or having to rebuild things. And you can definitely do the art in flash. People have done it, and it's not unheard of so don't think you're married to Ai. I also don't have any special settings I've had to use....other than you should be using RGB instead of CMYK. :S (CMYK = print design only.) Hope this helps! (And I welcome anyone to correct me! I've only worked for mobile games so I don't know if rules are different for different things.)
  2. You can always use a Freelance formula. [url="http://www.sitepoint.com/freelance-pricing-1-set-rate/"]http://www.sitepoint.com/freelance-pricing-1-set-rate/[/url] I have a book on how to establish and run your own independent freelancing gig, and they highly suggest using a formula (similar to the one on that site I just linked you to) in order to figure out how much you should be charging.
  3. [quote name='Supbot' timestamp='1333586990' post='4928341'][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] [/quote] 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? 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.