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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. Thanks for the replies. I guess you guys have convinced me to go for a pixel route, as it's more economic, I  Can anyone direct me to other games of a large scale(not mobile or casual) that have applied good non-pixel style art?  I know Braid is one, but it's aesthetically not pleasing to me. 
  2. Hey guys, I came to ask a question. There seems to be an ongoing trend with indie devs to go with a pseudo 16 bit art style when approaching game developing. Is there a particular reason why they choose to make this style, or is it a design choice? Is vector really that hard to apply? Does the notion of going HD complicate things? Shantae doesnt seem to have the problem making that transition and BlazBlu/ Guilty Gear have been using HD or larger scaled pixel art for a very long time now.  Is it a resolution problem, where the machines have a hard time transitioning to different devices?  I'm new with these concepts as I'm just an artist, but I have to think about these things as well when approaching the art style of the game.  Hope to hear from the community soon.    
  3. Graphics gale is the one I use for doing pixel graphics. 
  4. It's gonna be a pc game. It's just my final project for school. Nothing serious. Gonna work on it with an engine i will build though. The side walls shouldnt be tiled?  Clock tower's side walls have doors and they are animated to open when you touch them. Does that mean the whole room has a sprite sheet?  
  5. Quick question. I'm trying to replicate art for this game im trying to make for school.  It's the sort of art that's on an x and y axis but has a little bit 3d space in the back. Something like the clocktower for snes. Here's the link http://www.spriters-resource.com/resources/sheets/3/2242.png   Is it tiled or not?  If not, considering the standard size of today's games where we can go 1080p, would doing one full room cause lag with the loading?  
  6. Thank you so much for your feedback. We appreciate it. If only my friend wasnt such a dork and asked it himself. But I guess this concerns me too coz I'm the one rendering.  We're going to test out the different methods you mentioned here.  I'll come back if we're in a dead in again. Thank you so so so much. 
  7. In a related topic, I picked up Lone Survivor on Steam recently. This one is done with pixel art.  How did he keep his pixels that sharp? Did the devs scale it up or is that the native resolution.  (Basically same questions as above, but applies to PC)
  8. Yeah, precisely! I knew it was way off when my friend and I were talking about just going with 480x800 standard canvass.  So I guess we need to scale it down a bit, yes and  have an engine that just stretches it out, yes?   Thank you for the help.  About vector graphics; I saw this one guy make a tutorial about adaptive pixel art by laying them down on grids in illustrator and making them seem like pixel art. Thus pseudo-pixel. I dunno how effective that is though but I cant afford illusrator so I'm fine with my free software.  
  9. Hey guys. Me and my dev friend have come together to try and develop a game for Android phones.  I read that Android mobile devices have the native resolution of 480x800. As a pixel artist by trade, does that mean that I have to draw with that resolution in mind. Coz I tried it recently, and the drawings are too big that it doesnt look anything like a 16bit era game.    So here's my question: 1)Is it a technical thing, where we have the engine stretch the art? 2)Or do I have to pseudo-pixel with Illustrator to have it ready for any resolution?   Really hope someone would give feedback.  Ive been mulling over this for a while.   (I've attached a png of the test "look" of the game on 480x800. It really really looks off. I like my tree though.)
  10. Good day everyone. This is my first post of this account.  I actually had a GDN account before but I forgot my account so here I am starting over because I these days I have the free time to pick up game development again with my friend.  So, we're trying to experiment with new things. And seeing games like Shovel knights, the Wii U game(or was it 3ds), being done and Mutant mudds,  we wondered how the sprites were done to accommodate HD platmorms.  Is it drawn pixel but scaled up in photoshop(or whatever youre using)? Is it drawn pixel in like 20x20 px sheet and then scaled up by programming? We're pretty new at this and we're trying hard. Can anyone give me any input on how to approach pixel sprites for HD? Thanks