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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 this blog

Indie Game Dev Journal

Entries in this blog

ArmideonOkawa
Good day to everyone. My name is Armideon and this is the introductory journal entry for my indie game 1520: The Asylum, billed under my indie studio PRojectArc Studios. A little heads up, this entry does not discuss the game in any sort of detail as of yet.Its more of how I came to begin this journal. Seems pointless? Read on.

A year ago I was no more than a guy who loved video games. I have been seriously unhappy with the quality of games from major game companies. I tapped into the "Underground " game world. I discovered everything i was missing. Long story short, I wanted in. But where was I even to start. My first idea of game was a massive RPG game. Mistake. I didnt have the funds, skill level, people, well u get the idea of what I didnt have. So I started to really dig deep into what game developing actually is. I am proud to say that in the past year I have learned so much. Does this make me an expert? Hell no. I still consider myself a noob by all means. There are many things i do not have a grasp on (ie, shaders, proper texturing, dx11 intergration etc.), you get the picture. I am very comfortable wth scripting and level design however.

I went through an array of game engines but I will only mention 2. UDK and Unity. I've toyed around with both of these engines to the fullest of my capabilities, and they have strong points, and not so strong points. Everyone hails UDK because of the graphics it give you out the box. I agree with that concept. But to make a game that doesnt resemble and Unreal tournament game is a pain in my ass. Not to mention Kismet is not my thing and UnrealScript gives me a headache as in my opinion the syntax is sloppy and unecessary. They was better off just allowing users to use c++. Not to get anyone confused, I am very capable of coding in UnrealScript. Also, You have to set up a seperate coding environment so you can add and compile custom code for the engine. Why they dont have a coding environment attached to the engine, I have no clue. Moving forward, we have Unity. The downside with unity is the graphics are not out the box, which makes it diffucult to achieve a look that you do want. The big upside is that you can code in real time without going through the trouble of setting up a code environment. The documentation and community is great and you can really make any type of game out the box. Being that it uses straight meters in measurements, you are able to really build accurately and prototype really quickly. It is possible to achieve graphic greatness with unity despite peoples claims I have read online. It just takes a lot more effort, which is actually a good thing, because you can control performance and graphical output via shaderlab and dx11 intergration. Not to mention you can deploy to any platform. Long story short I went with unity.

Now that I selected the engine, I had to decide what game I would be creating. Being that I was a one man studio, I had to keep it relatively simple while being original and making a game that people would want to play. I decided for my first project i was going with survival horror as my genre target, which brings me to my game 1520:The Asylum. A brief idea on the game is a survival horror game based entirely on environment. Its based on environment because i do not have the resources to design and code a thousand different NPC's and AI. I will be working with things I know. Sound, level design, coding, story. Ive very familiar with scaring the hell out of people and I'm hoping to transfer that to a game and scare the hell out of people that play it.

Im going to maintain a journal on here for dual purposes. Yes I want to show off my progress, and two I am taking the approach of open development. With every update I post, hopefully, I would be able to receive insight and suggestions on how I would be able to improve my game moving forward. I am not a guy who will shoot down ideas because I want to be the guru guy. I welcome any critics out there to really be honest, harsh, or whatever the case may be. Eventually I would be looking to get others to join me in my completion especially once i begine to finalize my art assets for the game. Depending on my budget we will see if I can pay or not. But like I said thats down the line. If you build it, they will come is my moto. So I will build it, and hopefully they will come.

I will be updating my blog every Friday. If there is a time when I dont post on a Friday, then please feel free to tell me in any way you see fit. I have a thick skin, so rudeness will not offend me. Thank you and I hope you guys follow my Developer Journal.
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