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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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The after tastes of kiwis

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Life Update: Currently I am heading into this semester end of term exams and revision as well as a evaluation write up for HCI (human computing Interaction).
But not without completing a game in between breaks. Castlevania portrait of ruins was GREAT and difficult even on normal. I've never played a Castlevania game so this game has now ensure i test all others to come.

Quiet a refreshing thought when you discover why people don't finish games. When I couldn't afford to buy my own games and live under the stipend of my parents I ensured I completed every game I own and more than once on all the difficulties i could beat. Now that i buy my own games that whole Need to complete games is over. I hate those review sites now days and yet there is not medium for you to test a game before you buy it pc,ps3,x360 has demos, sure but I don't own the later 2 and any demo that is on the pc rarely seems to be a game i am anticipating/want, The last was Company of heroes and I only just purchased that last month.

On Monday my course got a talk from rare about studio live and graphics, the game kameo just seems so much sweeter know the techy stuff behind it. Odd since I don't even own a 360, although was thinking about it solely based on the whole xna aspects and the very few uber titles that wont grace the pc.

I will no doubt be posting my 3rd year project on my journal, but I also need to do side pieces from CV purposes.

My finale year project I am going to focus on game play and building a game engine/mechanics of a game as well as story and general game design. My lectures want us to do one specific topic in an area we would must likely like to do in industry. Thus I am focusing on game play as I want to do that stuff and not AI or Graphics.

So I am going to do a game and build a render with opengl 2.0+. I also had the whole "It be cool to do it on 64bit" but i don't know where to start on that. Thus is the whole premise of the 3rd year project "self-learning".

I have plan to API alot of stuff as it wont be a focus on my prodject, well not alot of stuff but physics and is there a AI api? I was going to do sound myself but depending on timing may or maynot be an API.

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