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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.

Flipain

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  1. Thanks, I'm going to take a look at the software.
  2. Thanks, I would look into it.
  3. Flash have always been expensive, but nmow it costs 300 dollars a year, and if you cancel the subcription you can't acces the software, so it cost infinite dollars now. Are there other 2d animation software that has the button creation tools in order to make interactive animations, or something like that?
  4. Hi.   Well, in games with characters creation you see that you can put different tattoos and images over the character you are creating, so, I don't think these tattoos are in the uw map of the character right? (I'm new), so how tyhey add images so easily over a character? 
  5. Thanks for the responses XD
  6. Thanks for the answers.   So, in what units should I have the 3d max set to? centimeters maybe? If you change the units in the mid of a work, what happens to the model, how adopt that units?   You can use the same skeleton if the models have the same joints, and the same size isn't it? If it is not the same size, I suppose you can alter the skeleton accordingly, but in any case, you have to skin every single model right?
  7. Hi all, I'm starting to make a 3d fighting game, but I don't know what is the appropiate size for the 3d models. What size in pixels should I make the plane which is going to contain my reference pic?   Also, in games like Tekken, you see that some characters has the same moves of others, even change between characters movesets during combat, how they do this, is it programming and not 3d animation related?   There isn't any form of using the same rig for varios models, right? You have to rig manually every single character, isn't it?