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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.

Dig Arts

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  1. No idea if any of this will be helpful, but here are a couple of approaches that suggest some possible solutions. Most . Most of the tutorials deal with tree and vegetation textures applied to terrain models, etc. Those that include the necessary tools have a click-through non-commercial license. You will need Painter or Paint Shop Pro to complete them, but you can download the free PSP demo and use that if you don't already have it. 2D Trees: http://www.gardenhose.com/tutorials.htm They various versions of the 2D tree tutorials address Painter, PSP and Photopaint, including earlier versions. Rather than post all of the variants, here's the main page. Most of the tutes below are on this page as well. 3D Trees: http://www.gardenhose.com/bigoak.htm The poly count might be too high for games using this approach, but you guys would know better than I. Terrain foliage: http://www.gardenhose.com/coyote.htm Same as above. Works well for oblique and overheads, but poly count may be problematic here too. Grasses: http://www.gardenhose.com/kansas.htm The combat image is really nice. So, I don't know if this demonstration offers much. Conifer forests: http://www.gardenhose.com/conspik.htm Concrete textures with Painter: http://www.gardenhose.com/concrete.mv
  2. No idea if any of this will be helpful, but here are a couple of approaches that suggest some possible solutions. Most deal with tree and vegetation textures applied to terrain models. Most of the tutorials include the necessary tools. You'll need Painter or Paint Shop Pro to complete them, but you can download the free PSP demo and use that if you don't already have it. Tree: http://www.gardenhose.com/bigoak.htm The poly count might be too high for games using this approach, but you guys would know better than I. Terrain foliage: http://www.gardenhose.com/coyote.htm Same as above. Works well for oblique and overheads, but poly count may be problematic here too. Grasses: http://www.gardenhose.com/kansas.htm The combat image is really nice. So, I don't know if this demonstration offers much. Conifer forests: http://www.gardenhose.com/conspik.htm May or may not have value. Here's my disclaimer. Most of these tutorials are old an may not be relevant anymore. You'll know that better than I. Since I make the rendering tools, I'm not exactly a disinterested party. That said, you can make your own. I'm basically an artist, http://www.gardenhose.com/rainforest-4.htm The point being, I hope my post doesn't offend anyone.