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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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I just realized that I haven't posted here since July.

I kind of left on a bad note, I guess. The intervening months have been, for lack of a less loaded word, completely insane. I've been on and off my medication, in and out of carefully monitored family care, and into a few other situations I'd rather not delve into. There's been a lot of bad decision-making, and the consequences of that are, to put it mildly, a bit overwhelming.

Fortunately, it's not all bad news. I've stayed out of the hospital, the wonderful folks over at Egosoft have seen fit to keep me employed and fed, and even with some serious clouds darkening the horizon, there's a touch of sunrise peeking through, waiting for its chance to break out into full blazing daylight.

Needless to say, I had a lot to ponder this year during Thanksgiving.

There's been some cool stuff going on at work, which I sadly can't get into yet; but there's definitely a lot of exciting things to look forward to on that front. Watch this space.

I've been asked by several people if and when I will be finishing the memory management article series; I intend to revisit that series in the near future, as soon as I can locate my notes and remember where the hell I was planning on going with the whole thing. So there's another reason to hang out and press F5 feverishly until my glorious bounty of words pours forth to the masses.

Last but very much not least, I've finally gotten a bit of a balanced schedule that lets me work on Epoch stuff again when I'm not busy with my primary job. A few good points from that:

  • Prototype CUDA integration is now complete and scheduled for delivery in Release 8. This means you can write Epoch code which is then cross-compiled to CUDA, which the nVidia driver further compiles to bytecode that can run directly on supporting hardware. At the moment the cross-compiler is very limited and only supports primitive arithmetic operations, but deeper functionality is on its way.

  • Up-to-the-minute development previews are now available courtesy of the Google Code hosting of our Mercurial repository. The code can be checked out and built locally to see where we're at in the development process on Release 8; you can also browse around and peek at the implementation of the language directly on the Google Code web site.

  • Assuming the world does not implode, I'm planning on releasing R8 for general consumption sometime around January 2010.

  • Great news for GDC attendees - there will be another preview package assembled for GDC '10; anyone who is interested, feel free to contact me and I'll be sure to get you a copy at the conference. The package will contain a snapshot of the current code, documentation from the website on the hows and whys of the language itself, and a special demo of the GPGPU capabilities of the Epoch platform. Don't miss it!

I fully intend to get back into the swing of things here journal-wise, and try and keep things up to date, especially where Epoch is concerned. If all else fails, though, you can see a live history of development progress in our changelog.

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I'm sorry to hear things weren't going your way. I hope everything's better now - don't feel pressured to update us if you don't feel the need to immediately.

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It's a race, good sir.

prism will beat you to the punch if you're not careful (although we differ on some key points).


I wish I lived near San Fran... Melbourne is so far away.

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