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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

Keeping track of the occasional game related thoughts (and actual games!) that come to mind.

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Emscripten On OSX

Did you see that the Epic Citadel demo now runs at full speed under Chrome as well (http://www.unrealengine.com/html5/)?

This got me curious about emscripten once again, and so I set it up on my mac. Actually very straight forward, but not a one-liner:

  1. install brew if you don't have it (if you're using macports, then you are on your own :-)
  2. always good to update brew: brew update && brew outdated

  3. [font=arial][background=transparent]brew install node spidermonkey closure-compiler yuicompressor[/background][/font]

    1. [font=arial][background=transparent]?[/background][background=transparent]Of course, you can leave out any you already have installed (fx. I already had node and closure-compiler)[/background][/font]

  4. [font=arial][background=transparent]brew install llvm --with-clang[/background][/font]
  5. brew tap homebrew/versions
  6. brew install llvm33
  7. create symlinks to llvm33:

    1. cd /usr/bin
    2. sudo ln /usr/local/Cellar/llvm33/3.3/bin/opt-3.3 opt
    3. sudo ln /usr/local/Cellar/llvm33/3.3/bin/llvm-as-3.3 llvm-as
    4. sudo ln /usr/local/Cellar/llvm33/3.3/bin/llvm-dis-3.3 llvm-dis
    5. sudo ln /usr/local/Cellar/llvm33/3.3/bin/llvm-nm-3.3 llvm-nm
    6. sudo ln /usr/local/Cellar/llvm33/3.3/bin/lli-3.3 lli
    7. sudo ln /usr/local/Cellar/llvm33/3.3/bin/llvm-link-3.3 llvm-link
    8. sudo ln /usr/local/Cellar/llvm33/3.3/bin/llvm-ar-3.3 llvm-ar
    9. sudo ln opt /usr/local/Cellar/llvm33/3.3/bin/ocpt-3.3
    10. (you get the idea, basically emscripten will tell you if you forgot one)

  8. setup Python:

    1. cd /usr/bin
    2. sudo ln python python2
    3. sudo ln ../../System/Library/Frameworks/Python.framework/Versions/2.7/bin/python2.7 python22.7

  9. setup emscripten:

    1. cd ~
    2. git clone https://github.com/kripken/emscripten.git
    3. cd emscripten
    4. ./em++ --help

  10. try it out:

    1. ./emcc tests/hello_world_gles.c -o hello_world_gles.html
    2. open hello_world_gles.html

When the browser open the html file, it should display this scene:
Screen Shot 2013-10-20 at 01.25.23.png

And it is only 200k of js! Amazing :-P


PS! I don't have access to IE11 yet, exciting times if it actually works!


Do you know Spaceteam? A fun party game app, with lots of techno bable. And lots of fun!

I did a small poc for a conversion to html5, thinking that this should be "easy" to get working in a browser. Good news is that it was quite easy (although the server is not really stable atm.) - if it is up, then you can try it here:


Beware, no pollish applied:
Screen Shot 2013-08-14 at 23.31.09.png

You can play it alone, but it is absolutely no fun at all if you don't have at least one other player to shout instructions at...

Multiplayer is done with socket.io (in node.js) - the multiplayer server is hosted on an amazon ec2 instance. If you wonder how hard that was to set up, then here are my notes. If you fancy a poke through the code, then it's on github.

Used grunt for automating deployment, I am really starting to like the simple task based system that grunt represents. And the eco-system of plugins for grunt is growing every day.

Lots to do, but I actually have the feeling, that this project will be done someday.

Did a brainstorm on One Sense at a Time, nothing solid at all, so this is mostly just to collect my thoughts into something semi-coherent:

* Is this a complete world where everyone only has one sense?
* Do you control a set of triplets, each with his/her own sense?
* Is this a quest to reset the world to normal? Making everyone have all their senses again?

* "Superboost", gain all senses temporarily
* Senses are temporarily switches
* 6th sense? warp time, rewind, see future?

Game type
* Is this a 2D platformer? 3D? Something completely different? 1st person? 3rd person?
* Could I use the Circles idea?

How to depict senses
* Character is missing the limbs (arms, eyes, ears) that he does not posses?
* Character is shaped like the only sense he has? (eye, foot, ear)
* You are a single character, but using a sense "overloads" all other senses - requiring a blindfold, tying your hands, putting fingers in ears?

* Is it completely black when you can't see?
* Could you visualize sound with colors?
* Show icons with sounds (heart, foot, coin, ...)?
* Determine what you are walking on
* Determine the direction an enemy/whatever is at
* Only way to find invisible enemies
* Creating eerie, suspenseful, cheery, sad, upbeat etc. moods
* "Super hearing": detecting heart beats

* Determine what you are walking on
* Walking into walls, obstacles etc.
* Secret locks, keys etc.
* Vibration feed back (rumble in controller, phone?)
* Show temperature as colors
* Briefly show silhouette of things you touch (could show silhouette of what you could image a thing to be, by only touching a small part of it)
* Super strength

* White noise
* Unable to activate things due to no sense of feeling
* Unable to speak
* x-ray / zoom vision

* Pick the sense(s) you need to use before entering a level?
* "In action cut scenes": quite brief cut scenes that are part of the game play (flash backs, story glimpses)
* some flash backs are only available with some senses, particular patterns of graphics, audio, vibration notifies of new story glimpses
* flashes may start out by giving only part of the story, leading the player in one direction - but as more flashes are encountered, the story takes a different direction
* maybe each level is at diffent times in the story?

* Mythology, Gods are playing with you?
* Magic, caught in wizards bizarre sense of humor?
* Science, medical experimentation gone wrong?
* Keeping it close to "reality", but with a twist
* If playing with 3 seperate character, some symbiosis keeping them together, mind reading?
* Multiple split personlity disorder
* Game starts with you going insane, playing through to be sane again
* "fight club": you think you are 3 characters, in reality only 1

So yeah, nothing solid. But fun to think about :-)


Basically, whenever you enter a mirror, the world is reflected, but your motion continues." (


I don't know why, but this sparked the following idea:

How about a game where you can only use one sense at a time? So you can see see but not hear or feel, you can hear but everything is pitch black or you can feel the rumble of the controller but nothing else.

Smell og taste would probably be too grose to incorporate :-)



Playing around with a prototype of something I don't really know what will be. Currently you can jump around between some bubbles with your own bubble... Hmm, maybe if I could get the feel of soap bubbles (stickiness, surface tention etc.), then something could come of this...

Technically this is also to prove to myself that canvas performs very well in all newish browsers, even some mobile. So far this is actually "playable" on the ipad1, might change when more logic and "action" is incorporated.

Also I started doing a multiplayer version (node.js / sockets.io) since this should be an ideal candidate for doing something that actually works, since predictability should be very high. I'll update if it ever works, especially interested in something that works on a 3g connection.

Here it is. Sometimes you get stuck in the beginning, just reload. And no, you can do nothing but jump around. Should work on touch devices as well:



Very crude, but serves it's purpose. A game made when we invited people for our son's 5th birthday. He loves Mario, so the graphics may show some resemblance :-P

Runs in most browsers, but needs something newish to work well. A small amount of care has been taken to make it work on touch devices (probably not on surface tablets, since the touch api is different there).

Engine is pixi.js (rendering via webgl if present, canvas otherwise)
Sound is via soundmanager2


Here's the link:

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