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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 beginning of the end...

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Jason Z


[heading]Practical Rendering and Computation with Direct3D 11[/heading]
That's the title of our forthcoming book - Matt Pettineo, Jack Hoxley, and myself have been slaving away at this project for quite some time now. After a very long process, we have finally managed to get to a point in our book project where the amount of free time will actually increase instead of exponentially decreasing every day - which means that I had some time tonight to figure out how to add a journal entry in the gamedev.net site software. It was a little embarrassing that it took as long as it did... However, there is apparently spell checking on my posts now, which is one useful new feature already :)

With such a large amount of work to get wrapped up over the past two months, I haven't had time to get any posts out there at all since New Years. However, with my new found free time I should have much more opportunity to show some of the interesting (to me anyways) work that I have been up to. I will also be building up some stories about the book project itself, which I hope you will find interesting (the process was grueling, but very much worth it to go through the process!). This will be coming along in the next couple of months as the release date of the book draws closer.

[heading]Hieroglyph 3[/heading]
I also wanted to give a quick update on Hieroglyph 3. There hasn't been much time for architectural types of details (for reasons already stated) but I have been adding points to a todo list as I have been going along. I've been introduced to a bit more formal software engineering methods over the past months at work, and it has started to have a positive effect on Hieroglyph 3. For example, I'm starting to do code reviews on some of the more complex bits of the engine and have already found some redundant code and also found some ways to refactor some of my classes to simplify and standardize some many operations.

I don't know if you find this type of stuff interesting or not, but I certainly like working on it so I'll be writing about this too. For those uninterested by such details, I'll also be adding some screen-shots as well to keep things legible.

Its nice to be back :)

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