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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.

_sukovf

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  1. Hi there. Let me show you the first [url=http://igg.me/p/307259/x/2043898]Gameplay Trailer[/url] from my game After Us. Just keep in mind that this video does not show final quality of the game. The game is still in alpha stage. Enjoy it!
  2. Hi there! I was inactive here for very long period of time. Now I decided to return here and show you a new project I am working on. It is very important to know that without Dr.Best this would not be even possible. Thank you in advance. So what am I working on?   [url=http://igg.me/p/307259/x/2043898][/url]   After Us is explorative adventure game played from a first person perspective. The player passes through various environments from the streets of European city and ending with deep forests and meadows in the country. To advance in the game, the player must solve a number of puzzles whose solution is based both based on logical reasoning, and the use of physics. The story is told through dialogue among Ghosts. But they are not ghosts in the true sense of the word. These Ghosts are supernatural record of the actual events of the recent past. Ghosts do not help players only understand the story. Their dialogues sometimes also help in solving puzzles. If you hear two Ghosts of electricians speaking about danger of touching live wires, it means that neither player would not touch these wires. To become familiar with the plot serves players also found newspaper, watching still working television and listening to radio. The player goes through the game on his own feet, but in various parts of the game he can also travel using a vehicle    [url=http://imageshack.us/photo/my-images/13/nemocnice1.jpg/][/url]   [url=http://imageshack.us/photo/my-images/32/realtimereflections.png/][/url]   [url=http://imageshack.us/photo/my-images/405/realtimebokeh.png/][/url]   The game is based upon my own engine written in C++ and running under DirectX 9.0. It utilizes most of basic functions as loading static and skinned mesh, deferred lighting&shadowing but it also can handle very advanced effects as 3D lens flares, advanced HDR post processing, realtime planar reflections and Custom Sprite Based Bokeh Depth Of Field. Yes - you read correctly. Bokeh Depth Of Field under DirectX 9.0 with any shape you want!   I know it is very hard to imagine what is the game about if you read this very rough outline. If you want to know more or just support me, than please visit this page on [url=http://igg.me/p/307259/x/2043898]Indiegogo[/url] where you can support me both financially and morally.   I am trying to keep the project alive and updating the project page every second day. I am regularly posting new screenshots and by the end of next week I am going to post first gameplay video so stay tunned!   Thank in advance to all of you who decide to support me no matter how.
  3. Help make it happen for After us on @indiegogo http://t.co/5P3WjsyHPU