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      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.

Inna Trifonova

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  1. Hello guys. Sorry for my English in advance. In brief: I’d like to get my game characters outlined like in the game MyBrute (http://www.mybrutecheats.com/wp-content/uploads/2009/10/team-simulator.jpg) The character animation consists of a number of images that move around (it all works on OpenGLES2.0, iOS). I’d want to outline the animation dynamically while it’s playing, with all the moving parts. I’ve already tried: 1. To make a virtual texture out of the animation, then to get the information about this texture and make the stroke (but FPS goes down a lot), then to draw the texture in the scene. 2. To make a virtual texture out of the animation and then to use a pixel shader on it while rendering. I have noticed that drawing a texture lowers FPS by 10%, which is quite strange to me. Probably, someone could think of any solution? And why you think drawing a texture affects FPS so much? Thanks a lot in advance!
  2. Thank you guys for the responses. I actually haven't drawn my characters yet. I'd want to define first the animation methods for them (that probably will determine their appearance in certain ways). Not exactly what I have in my head but maybe something similar: [url="http://ninjalooter.de/blog/wp-content/uploads/Gnom_Hexenmeister_T2_2.png"]http://ninjalooter.d...eister_T2_2.png[/url] Some of my characters will be covered in loose clothes like this - [url="http://thelifestream.net/wp-content/uploads/2009/03/sephiroth-copy-man-in-black.png"]http://thelifestream...an-in-black.png[/url] Just imagine the head and shoulders of this warrior combined with the cape below (so his anatomy is covered and you can use the same cape with another head plus hands). How would you animate him? Thank you again for your help!
  3. So, I have these vector, cartoon-like characters dressed in loose clothes with lots of folds (like cloaks, capes, mantles, etc.) What's the best way to animate them? It they were with a more revealed anatomy I would probably draw all parts of their bodies separately so to make joints for animation. But what if my characters wear this type of clothes I described above? Do I have to draw every single frame? Or probably I should model and animate them in 3d? The main problem is with the folds. I have to choose the most rational way because there is lots of animation to do. Thank you for any advice!
  4. Hello, I'm relatively new to animation and really need someone’s advice. So my task is to make dozens of animations for a game. It will be some kind of magicians, I think vector-styled (like this one - http://ru.depositphotos.com/4634394/stock-illustration-Magician.html) My question is what graphics software I should better use to draw and animate them? It is not necessarily should be vector-like graphics (it can be even 3d-like). The problem is that many of my characters will have cloaks, capes and other clothing on them that is not easy to animate. Should I draw every single frame or what is the most rational way (so I can cope with the task)? I think the style of the game will be most likely determined by what is technically easier. Thanks for any advice! (and sorry for my English:)