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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

A look into the thoughts of a Leadwerks developer, who is not Josh Klint.

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ChrisVossen
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It may have taken a few weeks but the "Building a First-Person Shooter" tutorial series is finally up and running.

In this multiple part series we will build a FPS from the ground up using Leadwerks 3 and Visual Studios 2010 C++.

Part 1.0 is all about creating a room and covers:

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ChrisVossen
[color=rgb(0,0,0)][font=arial]Between the release of LE3 and the GDC, life at Leadwerks has been busy to say the least. Now that things have settled down (a little) it is time for something that I have been looking forward to for a while: Tutorials![/font][/color]

[color=rgb(0,0,0)][font=arial]At GDC we were constantly talking about the power and flexibility that direct native code programming allows and how users are not locked into only component based programming. But then you look at the example game Darkness Awaits and see only component based programming and just Lua scripts....[/font][/color]

[color=rgb(0,0,0)][font=arial]It's time to right these wrongs.[/font][/color]

[color=rgb(0,0,0)][font=arial]A comprehensive series of tutorials are underway that will teach how to use the many tools of the engine as well as demonstrate the capabilities of direct native code programming.[/font][/color]

[color=rgb(0,0,0)][font=arial]This series is currently in the design phase and I am working with universities to make sure that the tutorials not only teach the engine but also cover key game development topics.[/font][/color]

[color=rgb(0,0,0)][font=arial]Here are a few high level design points for the tutorials:[/font][/color]

  • Teach the engine and its tools
  • Using native code with Leadwerks (aka how to use C++ with visual studios or Xcode along with the Leadwerks 3 engine)
  • First Person Shooter

    [color=rgb(0,0,0)][font=arial]As always I'd love to hear suggestions and ideas! I'll keep updates coming as tutorial development ramps up![/font][/color]
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