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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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It's difficult to admit, but at the moment, the thought that weighs most heavily on my mind is that johnhattan needs to hurry the hell up and release a full version of ConFusebox. I am sickeningly, utterly addicted to that game, in a way that I've never felt drawn to a spin-the-pipes puzzle before. I almost feel dirty... but then I realize that this feeling is not true remorse, nor guilt, but merely the refusal of society at large to acknowledge the beauty of our lov--- wow, that got out of hand quickly. Moving along...

Motivation is a weird beast. I do my work over the Internet (a VPN/intranet setup, to be precise), from home, essentially unsupervised. Sure, I make regular status updates emails; sure, anyone can look at my checkin log in the source repository; sure, my documentation edits on the wiki are easy enough to track.

On a macro scale, getting work done isn't really a problem. The problem is more of a micro-scale thing: finish specifying that module, or read some more Children of Dune. Proofread that paragraph and commit it to the database, or play Battlefield 2. Finish the code plans for the feature set I'm supposed to be building, or take a 9 hour nap.

The trick is, those little things add up. It's not like I haven't done any work in the past two months... I just haven't done as much as I know I'm capable of. I mean, sure, relaxing and having a life is important and all - but there's a difference between having a life and having nothing but life and not doing anything useful. I'm not hitting potential, and that bugs me.

I'll figure out what to do about it as soon as I finish the final chapter of Crimsonland on Hardcore.

The weather here sucks. It was really nice most of last week, and now it's all rainy and cold again. My tropically-spoiled blood craves temperatures in excess of 80 degrees, and the bastard planet won't cooperate.

It really sucks realizing that there will never be enough time to do everything you want to do.

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Oh, I know exactly what you mean. When you're sitting there on the computer it suddenly becomes that much more tempting to do something more fun than what you're 'supposed' to do. Only recently have I been able to shake off those hours of playing online games to get some discrete math homework done. :)

So the moral of the story is: keep slacking until you feel guilty enough about it to do otherwise. ;)

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