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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.

Daniele Cipollini

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  1. Hi JTippetts and thanks for your reply i definitely got the point.. in fact, my very first problem is about the effective scale of the map compared to the "real" proportion with human/plants/etc... I had the feeling that my object was oversized but i couldn't get HOW MUCH it was o/s... you explained it and cleared the point And the second point was "why almost all the terrain editor have map range between 2k x 2k to 4k x 4k as max size".. Now, just to hit the spot.. I have the border of all my lands (in spline form) + a grayscale heighmap... what's the best tool i can use? ATM I'm working with Grome, World Builder and VNS (plus the UDK module for landscaping).. i'd like to keep the landscape modelig outside UDK to have a stand alone model to import in any engine i could ever use, but i don't know if it can be easier.. i have to say that WB and VNS are GREAT tools indeed.. it's hard for me to quit using them and use a less powerful tool (but i have to say, i don't really know the UDK capabilities in landscape modeling). by now, i will resize my model.. and hope to post some WIP soon and thanks again for your very exhaustive reply! Oro
  2. Hi all.. i'm building a high detail 3D landscape (an entire continent + isles and seas/oceans around it) that will be the main area of *something*.. where the *Something* can be a game or simply a "big box" to travel in and where people can add their own stuff. Just for example, beside copyright issues, you can think to a detailed JRRT Middle Earth map where people can add their Argonath Models.. or their Hobbiton/Bree town models.. or people who don't have fun with 3D modeling can simply roam around.. Well.. my ACTUAL need is to build this big landscape model in a format that can be exchanged between almost every engine that can handle it.. that's because i still don't know what will be the final use of this model, but i need to create it only 1 time I don't want to have the problem to rebuild it several times because the output file format is closed to a single engine/software. So, I need your advice... actually, i'm building it in pure vector shape but the area is REALLY big (you can think to 8k x 6k miles width) and can't find a tool who can handle such a wide area.. Anyone have some tips for me? Such as scaling the model in the proper way or know a tool that can handle a very big model without slicing it/needing to cut it in X subzones/submodels. TY in advance Oro