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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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d.ericksen

Unto the Horizon

So in the first month of development, our main environment modeler has come up with some good stuff for one of the locations in the game, and asking plenty of questions about another.

The character modeler is making good progress on the first of the main party of characters, which unfortunately I haven't seen yet.

The programmers are coming along fairly well on the framework of their tools and engine.

As for me, the Design Documents are taking alot more than I expected, I keep changing things even if minor which starts to throw the whole thing out of order and I find myself redoing the whole thing. I've been working more on website and tool design more than anything, trying to make sure the team has everything they need (Which they don't yet)

I have two audio tracks that the composer is working on which sound pretty good. One of the tracks is very much what I'm looking for in the music, so I'm really enjoying that.

And then there's all the different systems... Thinking about systems really is interesting thing because, you can see it all happening in your head, but then the challenge comes of putting that on paper so the programmers and effects artists can see all of that and make sense of it.

I guess that's where gamedev comes in because as I go through all of this I'd like to share that experience with others looking to do something similar. Hopefully provide insight into what goes on and how the Design side happens and what's required from a designer from their team. I'm hoping I can at least convey that to aspiring developers and team leads.
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