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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 everyone, I'm new to 3D Animation and Modeling and I was hoping a more experienced practitioner could help me with some questions I have. I've decided to jump right into learning instead of waiting months until I can start taking my Multimedia classes. I've been testing out various programs, researching, practicing, etc for about a month now, so obviously my knowledge is limited to say the least. What I would like to know is: 1. Is it possible to design characters without modeling? I've experimented with Maya and found it very intuitive, modeling doesn't seem too complex but its a bit unforgiving. However, I think I could do the exact same thing 100x faster with sculpting. 2. Can sculpted hair be animated? As I understand it, zbrush is like molding a lump of clay so if I wanted to make hair for a character it would be attached to the sculpture and unmovable? Almost every video I've seen, hair is done in Maya or another program and is animated later. Is there no way to make animateable hair in zbrush?   3. Why aren't high poly models/sculptures used for animation? I've been seeing this a lot on forums and I was puzzled as to why. I guess people make low poly models, then high poly ones, then low poly ones again for animation? I don't plan to go into making video games or anything, I would just like to learn so that I can make my own videos. So I guess that would make me a hobbyist? I was planning to make characters, environments, etc and animate them in Source Filmmaker to use for my own personal projects but if I can do this better/faster with zbrush as opposed to modeling I would love to. Thank you to anyone that offers their knowledge and wisdom.
  2. I was having nerdgasms just looking at the art! It looks phenomenal! Finally a card game that looks dark and adult and badass and everything else I wanted... and then I saw the characters...   I deflated pretty quickly lol. Depending on the gameplay, I'd still throw money at it though.
  3. I was wondering is it possible to import character rigs from a game and use them? For example, WoW has a lot of character emotes, is it possible to copy/paste those onto a blank model and have it emote accordingly?
  4. If anyone could offer more advice that'd be great.
  5. "Machinima/anime/thing" Lol that made me laugh quite a bit. And thanks, you were very helpful.
  6. I recently came across a machinima/anime by the name of RWBY and it left me very intrigued.   http://www.youtube.com/watch?v=ctiDu69kIho   So after doing some research into this thing called "Machinima" I am left wanting for information. Designing a web series, movie, or anything of the like in a game engine is fascinating. Before this I'd never heard of such a thing. So if anyone is knowlegable of the subject and can offer some advice and answers to some questions I'd very much appreciate it.   First, how is something like this done(from scratch)? Do you design all the characters, animate all the actions, and play it like a regular game while recording?   And for a person who wants to make their own Machinima from scratch what advice would you have for them?   Please and Thank You
  7. Oh man :( So, does animating a finished charater take long? I know it would depend on the movements so just off the top of my head:   Combat such as swinging a sword, blocking, and dodging. Jumping. Walking and running. idle pose.   I know theres usually a lot more but for now this is all I think I need. (Its a demo)
  8. I scoured the internet for a while looking for a good animator and I managed to find someone with a great portfolio named Pablo Hurtado. His estimate for a character with a 10K - 20K tris polycount is about $600. Which is great because i was planning to spend 1k/character.   Sculpt = $200 Character Retopo (?) = $150 UV = $40 Baking = $70 Texturing = $100 Total = $560   And yes, I would like the character to be comparable to a AAA game. But I'm not really planning to make anything huge. This whole thing is more so to show off mechanics, battle, and other elements. Then hopefully if people liked it I was planning to make a Kickstarter.
  9. Omg thats awesome!! I never realized it would be so cheap xD lol. I just looked it up and I saw prices around $250-$1000/SECOND!! Thats absurd. Who gets payed on a per second basis? I dont need a lot really. I just plan to have 2 playable characters vs 1 enemy in a room. I have a budget of about 100K.
  10. Probably 1-2 weeks. I agree with kburk though - if you make the character look great, you will probably also want to make the rest of the graphics look this good. And somewhere between all the levels and art assets needed, you realize the large amount of work that needs done. Then you have other things to worry about besides graphics, like making your game as complex as Final Fantasy. The character might take 1-2 weeks, but your entire game could take 3-5+ years .   Seriously?! Thats it?! 2, even 3 weeks, even a month is incredibly south of how long I thought it would take. I start school next semester for comp sci so I'm taking baby steps to learn programming. Like a lot of people I really wanna make a game but like many more people I have no where near the skillset required. So I was hoping to hire a few skilled artist to help. I recently inherited a bit of money you see and I was hoping to put it towards this project. Thank you again Shane, you've been helpful beyond words ^_^
  11. I recently discovered a new MMORPG called EverQuest Next (EQ Next) and I was amazed at what they are doing. The world is completely distructible and its apparently because of these things called voxels. So my question is: What exactly are voxels?   From searching the internet i heard they are kind of like minecraft blocks, by stacking them to create an object it allows them to be destroyed. So, are they easy to program? Would it take longer to make an object from voxels than pixels?   http://www.youtube.com/watch?v=pp7iAV3OIEg
  12. You might be able to come close to Final Fantasy art with several good artists. Although I'm not sure whether you can match the scale of a modern Final Fantasy game. You probably can make a Final Fantasy character with only one person, but don't expect to make it quite as fast as your average art asset. Still, the software side of making games is improving all the time. I was told that if software never improved, that the number of people needed to make a modern game would be so great, that games would not be a profitable medium. So some day, maybe we will be able to make games like this Final Fantasy game. Something to think about.   So if a single person were to attempt this how long do you think it would take? Making a FF quality character from scratch? Provided they have years upon years of experience.
  13. Oh man, you guys have been Immensely helpful. Thank you. As I said, I've been scouring the web for weeks to no avail. Its nice to finally have an answer, and one that I can understand, a bit lol. Now it seems rather impossible for one person to actually make an accurate Final Fantasy-ish character.  Thanks again ^_^
  14. Sorry if I posted this in the wrong area.   So my question is: What makes FF games so visually astounding?   Is it the game engine? Is there some secret animation technique that makes in-game graphics 1000% better? I've been scouring the internet for so long and I havent found an answer. Well... I guess what I really wanna know is: What factor determines a games graphic quality?   So for example -- hypothetically of course -- if I woke up one morning and decided to make a character or game with graphics like this:   http://www.youtube.com/watch?v=LExLeRPaNWM   How would I go about programming a game to look like that? Please and Thank You.
  15. Its funny you should mention this because I've been thinking the same thing as of late. And in my game I'm planning to address some of these. There will be rape, slavery, etc etc...