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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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ApochPiQ

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I've posted several more bits of awesome to the GDC coverage, all from the AI summit. I finally finished day 1! Woohoo!

(By the way, Richard, I'm sorry for mocking your Day 1 Wall of Text. I did the same thing, just split across 7 different articles - 9 pages, or 3586 words. Eurgh.)


Upcoming coverage will include:
  • AI Roundtables (all 3 days)

  • AI Summit: Breaking the Cookie Cutter

  • AI Summit: Toward Solving Pathfinding (this one has lots of great stuff)

  • Game threading tutorial from Intel

  • Lockless programming lecture

  • Technical directors roundtable

  • Optimization on in-order processors

  • More stuff on CPU optimization

  • A quick overview of CUDA and its role in Gamebryo

  • Some sneak-peek stuff for the new Larrabee processor

  • A great lecture on staying passionate about game development


That pretty much covers my week. There were exactly 4 sessions I missed this year: one poster session (these are done at the same time as lunch, in an open and densely crowded hall, and generally are very difficult to pay attention to), one session by AMD that looked like it would be fairly boring, a Friday-afternoon preview involving Mass Effect 2, and a lecture on multicore programming that turned into a completely derailed and useless rant on... you know, I don't even remember. I walked out on that lecture after about 15 minutes and went to throw frisbees around the expo floor.

That's slightly better than last year (I think), since I generally plan for one or two sessions to totally bomb and not be worth the effort. Laziness and lack of energy are probably factors (ok, ok, and alcohol consumption too) but I will pretend that I have done nothing amiss.


Anyways, I'm probably utterly incoherent and babbling like a complete fool, so I'm going to go do... something... else. Writing articles in my current frame of mind sounds unwise.

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