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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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6 months later....

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_the_phantom_

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So, I'm not dead still ;) however the last 6 months have been largely lacking in much of anything in my own projects.

What has gone down however is a slight change of work status; after OFP:RR wrapped up I got moved to another project to help that start up, which I was happy with as it was something new however as it was some way from starting I ended up working on other things. Then shortly after my last entry I had two weeks off and upon my return found out things had changed again, heh

So, as of July this year I've been working for Codemaster's Central Tech team in the rendering team for the new engine that is being developed and will, in time we hope, power all Codemaster's future games... which is, ya know, pretty cool :) Small team but once I got settled in it's been good.

Between settling in with a new team, time off due to TOIL from OFP:RR and a rash of decent games being released (or just revisiting some old ones) my weekends have been somewhat devoid of progress.

Until recently... dun dun duuuuuun!

A few weeks back I got an itch to do some coding of the graphical type; despite my knowledge I feel like I'm behind the curve a bit these days with techniques so I want to setup my own DX11 renderer/engine to play with things.

I decided, however, that first things first I need something to render. Cubes are all well and good but to do any serious graphical work you need something big... something decent... I settled on Sponza.

For those who don't know the Sponza Atrium is a very extensively used GI test scene as with it's arches, ceilings and open roof it makes a good test location for testing out and visualising various GI solutions. A few years back Crytech released an 'updated' version with a higher poly count and some banners in the scene to make it even more testing.

The scene is avalible in 3DS Max and Obj format however I decided that I didn't want to parse Obj by hand and decided that I'd export the scene using 3DS Max to FBX and then use the FBX SDK with some of my own code to dump out the information in a slightly more 'engine friendly' format aka a dump of the Vertex Buffer and Index buffer along with material files to describe properties/textures.

The FBX SDK is pretty easy to work with and it didn't take too long to get something hanging together which compiled so I figured "time to test the model...".... and thus began some hell.

Firstly, the 3DS Model uses some crazy CryTech plugin for Max, the net result being even once you get the plugin and delete the large banner they haven't provided a texture for you are still stuck with a bunch of broken materials and, even once you've fixed them, the FBX exporter doesn't even attempt to export the CryTech shader based materials in any way so while you'll get an FBX file it is devoid of textures or any other useful data.

The Obj version suffers the missing texture problem too, however after fixing those up as best I could and deleting the offending geometry which has no textures at all the scene did sanely export at last. I had to do some copy and paste work from the max version into the OBJ version to get the lights and camera positions into the FBX file however the net result, after a couple of weekends work, is a directory filed with per object vb/ib/meta files and 'material' files :)

Unfortunately this weekend I'm heading back to my home town for Xmas, which means no access to a decent computer for two weeks, so any further work is going to have to wait until the new year at which point I'm going to set about getting a basic flat shaded, no textures and no lighting version of the scene loaded and rendering. After that I need to adapt my exporter to also dump out camera, lights and maybe positional information for the various objects but we'll see how that goes.

My aim, by the end of Jan 2012 is to have the scene rendering, lit, optionaly with shadows even if basic shadow maps, and textured using the cameras and lights provided. I shouldn't be a big ask.

Finally, tomorrow Dec 15th marks my 10th year as a member of this site; 10 years ago I signed up as a 21 year old just having failed out of uni with small amount of OpenGL knowledge picked up in the previous years. 10 years later I've been published both in a book and on this site, got my degree, working for my 2nd company in the industry and now part of a core team working on a AAA engine. Intresting how things go..

I've also drunk a lot, fallen over a lot, danced a lot, got beaten up once, broke a table in a club trying to kick-jump off it (in front of the owner, without getting thrown out :D), got accidently drunk at lunch in college and scared a student teach away from the profession and generally had 10 years of amusing times including some GD.Net London Pie and Pint meet ups.

Lets hope for another good 10 years... and if they are more intresting than the last 10 I'll be cool with that too :D

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