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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 TheLastOfUs

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  1. Thank you everyone.   All the answers are here. I feel this topic has reached the end of its thread.   Servant, everyone else - thank you so much.   I truly and humbly appreciate the time you all have taken to write in detail to me about this. It has not gone unnoticed.
  2. Though if it's procedural, they can generate the ocean mesh chunk by chunk during runtime, and discard the mesh when out-of-view. Certain procedural algorithms can, given a state, generate a low-res mesh, and then procedurally generate more and more detailed versions (higher LOD) of that same mesh when needed.     Thank you! I managed to get the following from a dev on twitter:   He says the ocean is 1 mesh on a plane - which is procedural and done by a pixel shader (runtime-generated). I think you hit the nail on the head. He also says they used LOD's between shallow/deep water oceans and further waves are lesser detailed but detail only as the boat gets closer to the water.   Procedural seems to be some kind of code that "Streams" or processes graphics differently, am I right Servant? Not understanding how that exactly works when an ocean is 1 plane and generated "procedurally"
  3. Thank you so much for your help Promit - found it. Seems like its subsurface scattering phenomena using a ramp gradient.   Last question - was the ocean one big mesh or was it individual planes i wonder?
  4. Thank you for your help.   The #1 question I wish someone would answer is simply - when I see waves go up in the game - there is this turquoise color in the upwell of the wave / peak - basically like a gradient. Wondering how they accomplished that.   Similar to this picture  
  5. That ocean does not have many rogue waves....not very realistic to me at all. Black Flag seems more realistic.
  6. Yeah, currently thats a big issue form me.
  7. G D C wont have the ocean stuff...   anyone mind helping on how oceans are created?
  8. Haven't seen this assasin creed yet but the most realistic water/water physics i've ever seen was in the watchdogs physics demo . . . Omg, ubisoft owns watchdogs so that means disrupt engine may have been involved and they said they made some sort of world physics/wind implementation that affects clothing (Aiden Pierce's coat), water (in watchdogs), vegetation, effects like explosions, cars etc. At the end oft the demo they showed some kinda really long lines that showed the movement of the wind.     Good to know...but not exactly answering my topic =D
  9. Bump. can anyone help me out ?
  10. Sure...   Here it is   http://www.fxguide.com/featured/assassins-creed-iii-the-tech-behind-or-beneath-the-action/
  11. I read FXGuide's Assassin's Creed III tech article. Loved it - but nothing really goes in depth to currently one of the best looking oceans for the PC platform in the shape of Black Flag.   Question for the experts -   How did they do the water? I read several SIGGRAPH papers and stuff on fluid dynamics. Did they use a "mesh" which had physics based wave frequency equations built in? If no one knows - mind telling me the most common way one makes a realistic ocean with beautiful colors like Black Flag?   Also what exactly are "shaders". I'm guessing it's a programmed script that draws pixels in a specific way...but can someone explain how "shallow water shaders" are more "advanced" in the next-gen version of this game?   Thank you,   Michael
  12. All solved. THANK YOU EVERYONE! Frentic, Mr. Hodge, and especially Styves !! <3!
  13. can anyone explain Black Flag GI in more detail?
  14. I see - still have 2 questions:   What happens when a 3rd person view of a character walks into the scene with probes   and also @ Frentic - so the way the Black Flag people did it is they calculated for weather...baked it for that, and then blended? So essentially everything for theirs is precomputed and nothing is actually very dynamic?