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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.

Aneesh Mohan

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  1. Hi all.   Im wondering if its possible to provide different lighting and atmosphere to different part of a scene..   I want to make a scene where one place is a bright and sunny elf village and after moving down the road,you enter a dark and gloomy forest..Right now the sun in my scene seems to make everything sunny and cheerful including the forest..Is there any way to accomplish this ? Or is the only solution to load another scene for the forest ? Im just starting out with a month of experience in unity . Thank you
  2. Hey thanks a lot ! Your answer was spot on and solved the problem ! I was in this issue since yesterday and since I was learning unity, I was totally demotivated because of this.. thank you!    Increasing the "max mesh tree"  value from 50 to 500 solved the problem! I got a few questions regarding this :   1.Im wondering how much performance will this impact ? What would be a good value to keep this setting at ? 2. The problem seems to be because I am implementing grass as a game object( just because it looks more detailed )rather than grass texture thereby it takes up a lot of mesh. Is this the right approach or should grass always be implemented as texture ?    Thanks again! 
  3. Suddenly my unity models are behaving weird.. If I use terrain generator to place trees and I place too many other details nearby like grass,plants etc, the model of tree becomes blur and pixelate ..If i look at them in certain angle they appear ok but immediately on lowering the angle, they go back to blur..There seems to be a threshold ..Like if I place more than 20 assets nearby (grass,flowers,plants etc) , then it goes bad..else its fine.. If I drag and drop the prefab this problem doenst occur but I cant use that method for placing a lot... Help please. Check the image ive included.[attachment=14328:one.jpg]
  4. Hi ,  Ive been learning Unity for a week now and Im in the process of importing models from external sources.  Im not at all good at 3D modelling software like blender..I was wondering , is it actually possible to learn Unity 3d standalone and not learn 3d softwares or is its knowledge essential ? 
  5. HI. Im starting out unity 3d and I have some questions about textures and models .    1. I tried downloading models for some flowers. It had this .dds file and in one file i could see bits and pieces of the flower (leaves ,stem all seperate and not as a whole plant )  . How do I use this exactly to create the plant ?     2. To draw grass , are png files enough or should i look for some 3dsmax file or something ?   3.I want to draw like some good  looking grass with a waving animation so how to do this animation ?  Will it be one model file or is it like playing two model files in sequence to give animation ?    Also any links to usable grass/ tree models will be helpful . I know the sites to look for them but I couldnt use anything I found so anything which you know works on unity would be helpful for me to learn the file format and usage.
  6. hey guys I found this video of a jungle viewer using opengl here : https://www.youtube.com/watch?v=4M-wfzuCgvs   now im no where near implementing such a project but i was wondering how the foliage in the forest implemented? The guy says he used 3ds max. Is it like he creates entire model of the trees n things in 3ds max and just loads it in opengl ?  or is the foliage built using coordinates and texturing  ? Any idea about this would be helpful.   What if i wanted to implement a similar project..What things should i cover in opengl ? It maybe years before i can do it but i want to know the general topics involved.