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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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Blah, blah, blah GINGER. Blah blah.

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ApochPiQ

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Just a quick dump of thoughts here before I stumble off.

  • If you haven't already, check out the Pragmatic Programming Language for the Future discussion going on in the Software Engineering forum. There's some absolutely excellent feedback coming together from this thing, and I think that with some real effort, we might actually have a winner on our hands here. I firmly believe that someone can produce The Next Killer Language if they pay attention to real life issues while doing so, and it's frankly kind of cool to be a part of an attempt at such a project. Hop on board, even if you have no particular interest in programming language theory... customer feedback is good, too [smile]

  • Household cleaning chores suck. That is all.

  • I'm developing some kind of perverse addiction to bulleted lists lately. Meheh. Bulleted.

  • If you haven't already, go read Zen and the Art of Motorcycle Maintenance. Read it now. It's a fascinating read, even if some of the concepts presented are a bit debatable, and it'll make you think about all manner of things. It isn't so much profound or deep in and of itself, but it's a very effective mental stimulus. It's definitely a "brain-must-be-on" work, which I almost always enjoy.

  • My knees hurt. Anyone know any good physical therapy exercises for strengthening knees? Especially stuff that's good for building up durability for someone planning on taking a lot of repeated impacts on the knees in the near future? (Yeah, yeah, yeah, wrong forum, I know.)




Game Related Stuff

The design phase of the cutscene system is finally drawing to a close. We're having a meeting sometime in the next few days to try and sort out the last few areas of functionality that I can't really specify, since the art team (and not me) is the final user of the system, so they're the ones who know what it needs to do. It's annoyingly difficult to schedule meetings with a team that's six (currently seven, thanks to DST) hours apart, but that's life.

Once the feature requirements are set out, it's go time. I'll be planning up a complete roadmap for implementation, which I will start drafting tomorrow, leaving holes for the last few design areas that aren't locked in yet. That involves a comprehensive code architecture plan (how code will be structured to solve the requirements) as well as a preliminary division of labor (who gets to write what pieces of code). This kind of architectural engineering is one of my favorite parts of software development, so I'm really looking forward to it.

After the architecture is done (shouldn't take more than a few days all told) it's time to start writing code. I predict a few weeks to get a rough version going, enough to get a visible demo of the functionality and what the system is capable of. There's a chance we might try to demo some of this functionality (privately) at E3, so I have sort of a deadline to work under. Should be fun, though, and working under pressure always does good things for my motivation.


In the interests of keeping a relatively sane schedule, I'm off to read more Zen until I fall asleep.

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