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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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Help me pick a logo!

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evanofsky

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[color=#000000][font=Georgia,]I'm going to try and post smaller, more frequent articles. This whole "two months between massive walls of text and screenshots" thing is not working out.[/font][/color]

[color=#000000][font=Georgia,]So, the alpha I promised is *still* inbound. I'm working as fast as I can! And I think it's paying off. For a while I was very worried about performance. In my last post I talked about how I optimized the renderer, but there were still issues with the physics engine. I was putting each cube into the physics space as a separate entity, which was making it absolutely crawl, even on my eight core i7.[/font][/color]

[color=#000000][font=Georgia,]I rewrote it to take advantage of the new chunk system; now each chunk is a triangle mesh in the physics world. So the engine only has to do a few AABB checks to narrow down collisions to a single triangle mesh. BEPUphysics is happy.[/font][/color]

[color=#000000][font=Georgia,]While I was optimizing I also added a simple performance counter and used the fantastic EQATEC Profiler to track down some other bottlenecks. You can see the result below. Notice the fantastic performance. smile.png[/font][/color]
[color=#000000][font=Georgia,]4o0aHl.jpg[/font][/color]

[color=#000000][font=Georgia,]By the way, that structure was built completely in-game. More on that later when the alpha's released![/font][/color]

[color=#000000][font=Georgia,]I'm starting to work on finalizing little things for the alpha, like getting the story across, figuring out what happens when the player dies, and figuring out a decent logo to use. Speaking of which, have a look at these:[/font][/color]
[color=#000000][font=Georgia,]WjpByl.png[/font][/color]

[color=#000000][font=Georgia,]6Riwyl.png[/font][/color]

[color=#000000][font=Georgia,]Which do you like better? Any suggestions? Sound off in the comments![/font][/color]

[color=#000000][font=Georgia,]Oh, before I go, I quick wanted to show off some artwork I did for school here. Done in Cinema 4D, took me roughly seventy billion hours.[/font][/color]
[color=#000000][font=Georgia,]g9etVl.jpg[/font][/color]

[color=#000000][font=Georgia,]wYZBal.jpg[/font][/color]

[color=#000000][font=Georgia,]Yes, those are nail clippers. smile.png Have a great week everybody! Keep your eyes peeled. Alpha. Seriously.[/font][/color]

[color=#000000][font=Georgia,]Mirrored on my blog[/font][/color]

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Logo's both look good, I'd use 1 if I want to be a large business/company and the 2nd one has a fun feel to it, so smaller but still kick ass business :-) Great work.
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I vote for option 1.5: The second logo with the blue coloring of the first. The red coloring is a bit too strong, and I like the muted feel of the blue, which is sorta similar to the muted colors of your game world.
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You're going to hate me for this, but I prefer the first :-) I think the silhouette on the second is not clear enough for it to be distinguishable when it is smaller.

BTW I absolutely love the nail clippers!
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Thanks everyone! [url="http://i.imgur.com/Hzp1Q.png"]Here's what Servant's idea might look like[/url]... I actually like this one a lot.
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[quote name='et1337' timestamp='1329431476']
Thanks everyone! [url="http://i.imgur.com/9xHJd.png"]Here's what Servant's idea might look like[/url]... I actually like this one a lot.
[/quote]

I like that one best out of the three.
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jjd makes a good point that the silhouette does not scale well. The overlay of the blocks only makes the shape harder to discern when reduced.

On the other hand, the silhouette just screams "game company!" I really like the idea that it seems to be jumping off of the logo as if in a platformer. I'd lose the blocks though. Remember: a design is good not when you can not add any more to it, but when you can not take any more away. Try Servant's original idea without the blocks and just the blue color rather than red. Perhaps a different or modified silhouette might make is scale better as well. Maybe not. That silhouette's growing on me.
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Yeah I like the combination of the two, and I was a little worried about scaling, but I think it works out. [url="http://i.imgur.com/njT5m.png"]Here's the task-bar icon version.[/url] If you've seen the logo before, I think it's recognizable enough.
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