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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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First, a brief introduction to the project I'm working on. It's sort of a surreal type "game" with elements of horror and mystery. The premise and mechanic is probably most comparable to the cult game LSD but I'm aiming for a completely different visual look. The emphasis will be on atmosphere and exploration, with a logic that is present but somewhat less straightforward than, say, Myst. Furthermore, there won't be nearly as much emphasis on "figuring out" what the logic is, either.

The success of independent games like Minecraft suggest to me that interactivity (or perhaps "personalization" is more accurate?) is a strong selling-point, so I anticipate that many people will not want to play a game that is sort of not a game at all, but who knows? I would like to add small details that react to the player in interesting ways.

I'm creating the environments mostly in Blender, and at the moment I'm prototyping with Blender's game engine. It has its flaws, and I'm not overly proficient with python, but the WYSIWYG/instant gratification aspect is appealing. At this point creating a custom engine seems like overkill and not at all worth the effort of getting the environments loaded and rendered faithfully when Blender naturally does this on its own. Using another game or rendering engine seems reasonable as well but I plan to wait until I find a compelling reason to abandon Blender's game engine (particularly if this would mean spending money).

Here are some screenshots of an area I started working on a while ago. I have finished a few more environments but none of them are as polished as I would like, but I should post more screenshots as well soon.

What do you think of the visual look? Is it too dark on your monitor? Much of the game will take place in daylight or with other artificial lights than the players flashlight.



I've never had a blog before, so I'm not very good at this. Feel free to add feedback, particularly if there's anything particular you're interested in.

Hey, A Blog.

Apparently everyone gets a free blog now. With any luck, I'll actually find the motivation to update this with my game-related projects. In the meantime I shall test the attachment feature by requesting feedback on this theme music for my secret project.theme music.mp3
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