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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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  1. Hello guys! I'm Dominic, the artist at Pexira (recently formed indie company). This is our second game : Tasty Bunny. (Runner / platforming) We are wondering which way is the BEST way to monetize this game. First, I'm going to show you how it's played with this video :   https://www.youtube.com/watch?v=z33ub_dDeNw Here are the details to take into account so far :   - Tasty Bunny is free to play - it's level based (not infinite) We have two areas to start with the release (jungle and desert maps), each including about 15 levels. - The goal is to finish a level with enough speed and momentum to reach the rabbit hole before the Fox catches us. (See the timeline bar up the screen for the distance between the fox and the bunny.   We have a shop in the world map, and are wondering what is the best way to monetize this game with it. At first it was looking like this :   (using golden carrots, which are bought with real money, and cannot be found during the gameplay) - Selling a consumable package (speed, revive, invincible bubble) - A skin for the bunny, for each map (jungle, desert = 2 skins) these skins would add a bonus ability to the bunny, to encourage the purchase. (for example, a Leaf Bunny for the Jungle area, which would be able to double jump when its cooldown is up.) - Extra levels to buy (maybe a package of 5 extra levels for each area) - no ads (removing ads like interstitial)   And now we're figuring that this is a skill game. Skill / reflex. The noobs who would want to buy consumables, probably won't even play this game. So we might leave the consums out of the game to make it more of a real challenge for people who like challenges. We are not giving any sort of bonuses (that affects gameplay) and rewards upon completing the levels, except for the classic 3 stars system. Much like oldschool platformers, the reward feel comes simply with the achievement of being able to move further, to the next level.   So our main income would be from giving them enough gameplay content (as many levels as we can give them on the release version), enough so that some of our players would be tempted to buy skins, and extra levels. (I figure, the more longevity the gameplay delivers, the most we can get out of these skins and extra levels.) (Keep in mind that the concept of the development would be to keep creating the next areas to release later, over time, just like Candy Crush, etc.)   Now, this is when we're asking for your opinion.  Some of you have much more experience than us regarding publishing games, and it's why we would be very happy to have your input on this. How would you monetize this game type? And are we going the right way?   Thank you so much!!   Dominic  
  2. This is so nice, thank you ! :) Yes I am using a tablet. I have a hard time believing you can draw with a mouse ! hehe I've done it in the past but as I was before then a non-digital artist, I quickly found myself to be a lot more comfy with a little wacom when I entered the digital world. The difference in stability was highly noticeable. You must have a special mouse with pressure / velocity thingy ? Anyways, I will definitely check these brushes links, I entered these forums especially to make contacts with helpful people like you guys. ^^  <3
  3. Thanks ! Lovely work on your youtube. I went to see a colored drawing in one of you videos and you're doing great.  So the type of brush is personal taste only ? I sense that most digital artists don't use hairy brushes configs. I see mostly Basic round, custom smeary round, to have a clean round strike with some bleed, without bristles. I see you always start by coloring the whole thing with a brown for the first color layer, then move on with some lighting with a beige, and then you go for the other palettes in detail. What is your reason for that ? It gives you a lighting suggestion for when you're going to add the colors ?
  4. Hi there game dev community ! I'm new here and this is my first post. I'm here to get some help because I am soon going to have to design a game using advanced digital arts such as Photoshop etc. My current software is Corel Painter 12.   I'm fine with sketching, ok at designing, but I'm a noob when it comes to knowing which brush to use and coloring tools etc.   The style I'm looking forward to practice will look a lot like the 2D manga-style games such as Muramasa and Odin Sphere.   Here is my question for you better experienced digital artists : Say, if the artist from the image I'm adding here (Kisuke from Muramasa game and Velvet from Odin Sphere) was using Corel Painter like I am. Would you be able to tell me which brushes, brush settings, and tools you think would be the most correct for this kind of artwork ?     Thanks a giant bunch for your thoughts :-) -Dominic