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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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About unit187

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  1. Well, to be honest 20 dollars per month for Photoshop is reasonable. Of course the concept of renting is not ideal, but it still gives some benefits to both Abode and their customers. I mean, I live in Russia and even in IT many people get paid around 1000$ per month. Cut cost of living and there will be almost no money left, so if a person will want to buy Photoshop license, they will have to save money for a few monthes. On other hand, paying 20 dollars is affordable.   Though it is retarded to offer subscription as only option.
  2. I don't know how did they do it, but I would do it this way:   .. Okay, so you paint your image in different layers. And if your character has a weapon that covers his body, you have to paint the body under the weapon anyways, because when it will be moving - you will see the body (or blank space if you ignore this). .. You export you image to a software which allows a still image to be animated. There are few options available. For example, you can use Adobe Flash and rig (make a skeleton) your character and then animate it. Another option - animate the character in compositing software. After Effects is good pick. I believe there was some kind of rigging functions too, but I am not sure. And third option: you pick your favourite 3d application, make orthographic camera, rig the character as you would rig any 3d character. So you rig your 2d planes with the character image as texture, and animate it. .. Apply effects like flying leaves or dust. You can do particle effects in compositing software (After Effects again) or you can do them in you favourite 3d application. Though you will have to throw those particles into compositing software anyways.
  3. You are focusing on texturing but forgetting shape itself. Your terrain looks fake because of lack of details on the ground, like cavities and errosion.
  4. The post is a mess in my opinion, its not clear what you want and what do you ask about. Do you really understand what game design is about? It is pretty damn tough job by itself, you need years of experience in general game development to become a game designer. You need to start somewhere else. Become Unity engine scripter. Fairly easy to learn, a lot of jobs you can do in your free time. Or become 3d modeller. Get into the industry and some time  later you might start thinking about game designer. IMO.
  5. You can also start with C# in Unity3d. Quick and dirty way to make games.
  6. So what job are you really looking for? Level design or game design? They interfere at some point, but still more often then not different people do them.   Game design is not an entry level job at all. Level design also is not. Even though I have started my career as a level designer without any degree, my case is very special: I was doing maps and mods for over 8 or 9 years before I started looking for a job after finishing the high school (at that time I was 17 or 18 years old I believe). This job might seem simple in its simpliest form - assembling a scene from assets pre-made by artists. Even experienced people from the industry fall for this myth. But in reality it requires some sort of a talent: 1) you have to have that "feeling" for composition and color to make the scene look good (believe me, when I was doing fan maps and mods and was really in this community, I've seen work of thousands people, and most of them didn't have this trait). 2) understanding what makes a level fun and how do you make it. Might sound easy too. But it's not.
  7. Althrough I often vote against collage education, in your case it would be the best choice to continue education and develop your programming skills in your spare time.   You don't realize yet that it is A LOT harder to make a game than it seems at first sight. I am professional game developer for years, I am doing a game in my spare time (it is fairly complex game, not some puzzle), and I am sometimes overwhelmed by amount of work and knowledge I need to make it work.   And you want to make an engine (absolutely useless waste of time in my opinion) AND a game. That 100x more work then making a game alone, You will need to study dozens of books with hard stuff, you will need to learn collage math.   If you are going to learn all that stuff anyways, why not learn it in a collage and get a degree AND knowledge? It is your best bet.
  8. UDK is much more complex and harder to develop games with. If you have such questions, I'd suggest you to use Unity.
  9. Thank you guys.   Just a little background of mine to remove some of the misunderstanding - I have worked for a couple of years as a level designer in the past, at the very start of my career. I was junior since I mostly was sculpting the terrain and arranging premade assets. Also at present days I am pretty good in 3d graphics overall, I would say upper intermediate user of Maya. Long story short, I think I am familiar with general level design concepts, but I am particulary interested in how do they do the work in major titles.   Anyways, I still can't understand how do they set up the level design pipeline in AAA games. I doubt there (WoW, Diablo III) were senior level designers who did plans only and then junior/mid guys, who did the levels themselves. Planning takes some time, sure, but not that much. Most of the time goes into building a prototype, playtesting, killing all the stuff and rebuilding. Just look at those dungeons in Diablo, most of them are no more complicated than multi-floor corridors. Also plans are good, but they lack 3d feeling. In my opinion it is very hard to build good multi-floor level from scratch without adjusting initial plans. I find it a little non-effective if different people would work on plans and on level design itself in 3D app or an editor.   That brings me back to my question about level desigers' responsibilities. I see that it depends on the game heavily. For example, in "Dishonored" and latest "Lara Croft" the level designers absolutely had to model stuff because of the nature of the game (like they had to measure the distance between buildings in Dishonored to predict if a player can jump between them). But how detailed was their work? Were they building 3d dummies or finished models with sculpts and normal maps and shaders.  Same goes for good old WoW and Diablo. But what did they had to do exactly.   I did some research on Blizzard web-site. In "exterior level designer" vacancy they list the following:   - Design and implement large-scale game environments. - Work with artists and designers to create a fun and compelling experience. - Experience creating levels in 3ds Max or other 3D level editors - Able to create artistic, well-composed environments   But none of those things give good enough description of the job. They also have a vacancy for "Dungeon Texture Artist" and there is a point "Able to collaborate closely with a 3D level artist and create a consistent vision", that means their level desigers are also 3D level artists, but "3d level artist" is quite vague description too.   P.S. Bastion is a remarkable game. I have enjoyed every single bit of it
  10. I've been thinking about it and can't really figure it out. Not enough information.   So, lets pick a game. For example, World of Warcraft or Diablo III.  I suppose every location starts off with a number of sketches or even matte paintings done by a concept artist. It will establish general mood and a number of key points of interest.   Then comes a level desiger and draws general maps in Photoshop, shares with game designers, draws again and so on until he can finally get his hands dirty and start building actual level.   Obviously, in World of Warcraft and Diablo III there is sculpted terrain which could be done only by level designer. But what about architecture and all other assets? Will level desiger model and texture walls, arcs, stairs and so forth? Or does he do rough sketchy 3d models for an environment artist to come forward and build high quality assets based on the level desiger's needs?  And if the level designer is responsible for building rough 3d models, how detailed should they be? For example, in Diablo III there are dozens of different kinds of walls, with or without decorations, columns, holes, ruined elements etc. Will the level designer make all those little things?
  11. Seriously?   I am sorry, but you are not ready to step up and make "futuristic, open-world 3D game". You need huge amount of knowledge in order to make it work. You also need to learn to use search engines. You've listed a number of words you don't know definition of. Go on, type them in Google and you will get all you need to know. Even experienced people with years in gamedev like me have to do ocasional research. For example, I had no idea how to bake lights in Maya into textures to use it as a source for lightmapping in Unitiy. I also had to do quite a bit of research on how to use Mental Ray renderer, with all those things like HDR image based lighting and final gather. Sounds simple, yeh?   Start small, make little arcade or platformer, something simple. And then build up your way to the game of your dreams.
  12. The internet is full of free game art assets, in case you really want to fill your 'portfolio game' with beautiful graphics.  If you are programmer, you don't need to be an artist at all. You do your job, artists do their.
  13. You shouldn't really bother about poly count for PC games, unless you go totally insane and making next Crysis.
  14. Nope, not really. I have started as a level designer for major project/   Easy ways are bad ways. Being a tester, a person will spend most of his or her time doing useless stuff (for their career that is). Just imagine, you have to be a tester for 8 hours a day (and ontop of that add some time for lunch and for all that wonderful time you will spend in traffic or subway) for, lets say, a year. Now imagine all the amazing stuff you could learn and create if you spend this year following your passion, no matter what it is, level design or VFX.   Indie game developement is much better way, as it will require you to do what you want to do, instead of waste time testing other peoples' games.
  15. You need to skin your character. If some vertices are not moving correctly when you move a bone, it means some other bones have higher influence on the vertices.