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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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Mmmm... games. With sugar.

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ApochPiQ

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Today we got the first really official roadmap for the Next Project. I can't really give much detail due to NDA restrictions, unfortunately. The bottom line though is that we basically have about twice as much time as I was expecting to get certain major features to an alpha-complete phase.

I already more or less have my own private roadmap spelled out for those areas, and I'm gearing up for a solid sprint of coding effort in the next couple of weeks that will put my areas of responsibility solidly ahead of schedule with respect to the official roadmap.

I'm honestly sorry to have to be so vague, but the reality is, giving too much information here would hurt the project overall. Since a lot of scheduling details are still up in the air, it's dangerous to even hint at actual timing information at this point. That sort of hinting has a way of getting spread into the fan community and blown out of proportion - often wildly.

Usually, what will happen is someone will make an (often totally misguided) attempt at extrapolating things like release dates, possible feature sets, and so on from such hints. Paradoxically, the less detail is given in such hints, the wilder the speculation becomes. Then a giant version of the Telephone Game is played across the Internet. Eventually, you find out in a few weeks that your team has "promised" massive sets of features and changes in a mere fraction of the actual project development schedule.

Naturally, reality and these speculations don't really get along so well. When real life fails to produce the fruits of your fans' wildest imaginings, they get annoyed. It is terrifically hard to convince an excited fan community that you never actually promised all that stuff, and that all of it was made up. The net result is a painful (and often expensive) PR snafu.

So, as much as I'd like to excitedly detail my schedule plans and all the features that are being lined up, I'll have to keep it very fuzzy for now.


I will say that we're putting a big focus on producing high-quality gameplay content. If we hit this roadmap as planned, we're in for a very exciting iteration in the X series.




Went out and saw Ice Age 2 on the spur of the moment tonight. My flatmate and I walked into the theatre literally seconds into the previews, without having any idea if there was even a movie playing at the time. Huzzah for spontenaity [smile]

All I really have to say about the movie is this: they could continue making this series until the day I die, and, provided that the little squirrel character continues to make regular appearances, I will pay to watch every last one of them. I have no idea who is behind that squirrel-thing, but whoever you are, you're a genius.

I'm going to spend the rest of the week making charicatured gesticulations and cute squeaky grunts and sniffles.

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Quote:
Naturally, reality and these speculations don't really get along so well. When real life fails to produce the fruits of your fans' wildest imaginings, they get annoyed. It is terrifically hard to convince an excited fan community that you never actually promised all that stuff, and that all of it was made up. The net result is a painful (and often expensive) PR snafu.


Do I ever know what you mean.
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