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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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In the (new)Beginning

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Well, GD, I must say I am impressed. The new layout is pretty slick, and I'm digging the GDNet Black theme.

I've always thought about blogging before, and keep a private dev journal of my own anyway. It is composed of random musings about what I've done and what I'd like to work on, a kind of checklist to keep me focused on tasks instead of staring idly at my IDE. With New Year's still fresh in my head, and the changes to GD, I find it is time to make some changes myself. With any luck, this blog is just the first of many.

I first got into programming long ago, and when I say long, I mean QBasic on a 286. I had strolled through the isles of the library, picking up anything I could find about programming, specifically games, but it was really a black art at the time. Sure I could write goto statements here and there, but never really "got it". This theme continued while i moved to pascal, with Borland's fancy colored IDE. I was exposed to loops, structures, and a slew of other fundamentals. I read everything I could find on FIDONET. BSP trees, Mode 13h, 3D... You name it, I read it. But alas, I still didn't "get it".

I moved to c, then c++(though it was still 'c' I was writing). I started making small console programs, but still had no idea about the alchemy that was game programming. I read the forgers win32 tutorials and got some experience with windows. I studied transforms, coordinate spaces, Lambert and Phong, And even joined GD( and I think my Alias at the time, Cerian, still exists). I should point out that I've always been considered quite smart, a MENSA candidate, I've since learned. But still I didn't get it. I fully and completely gave up. Moved on.

I got outside more, enjoyed the sun. Grew up. I love to hike, camp, be in the woods. But even 30 miles away from the nearest highway, I felt the call. I began working on web stuff in my spare time. Moving quickly from HTML to HTML/CSS, and then onto serverside scripting. I leared enough about PHP/SQL to get myself into trouble. I even successfully created a decent site with user log-ins, a home brewed forum, and local messaging. It was hard, but I kept seeing progress, and kept at it for a long time. I read an article about creating .bmp files on the fly with PHP and GDI. I could draw lines, polygons to my hearts content.

I found all my old notes, and wrote a matrix class, and finally "got" how they are multiplied. Being able to code without worrying about having a working .exe was great. I finally realized something... it started making sense. I started to get it. I made a triangle in object space. The idea of Left vs Right handed coordinates started to sink in, as I watched my triangle rotating the wrong way. I rotated X, Y, and Z. I saw gimbal lock. I made a "camera" and moved from world to view space. I learned once more about projection, and did it. I had a working, rasterized 3d program. I rejoined gamedev(and could not remember the pass/email I had used before), and dove into direct x. It was hard, but I got it. A triangle, in win32. Then a quad, A cube. I read books. I still couldn't get other people's code to compile(mostly due to outdated books), but I could see what was going on, and could even implement some of it myself. Reflection... Shadow Volumes... Normal mapping( a work in progress) In the past year and a half I've moved from greenhorn to novice. I find I post more answers then questions now. I still don't understand everything. But, I've learned It takes time, An honest love of what you do, persistence and tenacity. I get it now.

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