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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 lemenhatt

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  1. I would love to see a game in this style. Not that I have any suggestions as to what that would be, it'd be nice with a really artistic look, maybe even a bit of surrealism. Could give a very distinct look to make you stand out. Just make sure to work as much on the actual gameplay as the style, I've seen a lot of games with brilliant artwork, that aren't much fun to play.   Keep going man, looking forward to seeing the development here!
  2. I like the cleaner new styler better than the previous one. Well done, looks like it could become a quirky little game :) The only thing I notice is that the clouds, while nice and minimalistic, kinda look like place holders, or not as refined as the rest. Maybe build them from a few smaller blocks to give them more of a cumulus-shape, to really accentuate that they're clouds. Just a suggestion :)
  3. When I lived in Australia, I got the sense that several first names was very common. Mainly using just one, of course. Like Graham George Murdoch, Benjamin Philip Ayers, etc. Maybe something in that fashion?
  4. There's a plugin for 3dsmax called Greeble, which can generate city blocks for you. You should still do some planning yourself, but this makes it easier to populate your scene with buildings more quickly. Also great for just creating a quick mockup to get it working, then you can refine the scene later on.   Have a look here: http://max.klanky.com/plugins.htm   And here's a tutorial: http://www.youtube.com/watch?v=OKyMITfghwM
  5. A good advice to get motivated is to get very active on forums. There's tons of free help from industry professionals and hobbyists all over. If you haven't already, check out http://forums.cgsociety.org/ . You can also find challenges and other fun things to do in the industry, where people from all levels of skill and experience participate.    That said, like other people on here has said before me, if you're unable to work on this on your free time, without anyone giving you specific deadlines, you probably won't get very far. After I finished my degree, a lot of my class mates had only done the briefs given to us through the course, and tried getting jobs with a showreel consisting only of those, without any luck. That level of work is usually far below the industry standard. So even if you do a course in it, you'll have to work a lot on your own, do other projects, and get into the community, to have a solid showreel when it's time to apply for jobs. I started doing freelance work during my 2nd year, to get more projects in, and a little bit of extra cash of course. Unlike other professions, your degree usually doesn't count for very much. Like Kryzon said, your portfolio is everything.
  6. I agree, plus, the upside of learning high-end packages is that if you should wish to do more complex models in the future, you'll already know the basics of the software, making the learning process onwards a lot less frightening :) 3d software interfaces are daunting at first, so best to get used to them straight away. Plus, you can use it to do cool cut-scenes and stuff using a bit more refined lighting than the in-game one, should you wish to do so.   Keep going man, and if you have any questions about 3d in general, just shoot me a PM. Unfortunately I don't have a lot of experience in Blender, but I've used maya and 3dsmax for years.
  7. There's no shame in using stock models and stuff, plus, when you start building a library of your own models and stock stuff, you can start doing kit bashing. Basically this means you take parts from the various models and put them together to make new ones. Like if one of your models has very well modeled hands, which is a pain to model up and get good edge loops, you can just use that hand for all your other models, making minor adjustmenst if need. Same goes for props, clothing, etc.