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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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Saturday Dev Update 2

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[color=#000000][font=Georgia,]After a long hard day of work on Saturday, I know many of us at Demergo are ready to take a break, but with the looming deadline just about 9 weeks away, we don't have the luxury.[/font][/color]

[color=#000000][font=Georgia,]Over the course of this week there's a lot we accomplished.[/font][/color]

[color=#000000][font=Georgia,]For Art, a lot of the enemies in the game entered the illustration phase, and one of the enemies was nearly completed as far as animation goes. The base environmental tileset was completed so now our currently very ugly levels will start to look a little less ugly. I was reading a blog a while back about one way to motive artist to get art done, and that was simply to use really ugly programmer art (actually, programmer art is always really ugly) throughout the game and then give the game to the artist to play. After about a few seconds of play, the artists can't stand it anymore because of the ugliness and soon afterwards really nice art starts appearing in the game![/font][/color]

[color=#000000][font=Georgia,]On the Design side of things, Zak is tired of remaking the same levels over and over in the editor again! The editor and how it works is changing somewhat frequently due to new features being added, so those new features on occasion break the old export format so the level has to be rebuilt. We just enjoy torturing Zak![/font][/color]

[color=#000000][font=Georgia,]On the programming side of things, this has been quite a week! We did not add to many new features, in fact almost none, but this week was a polish the features we currently have and continue to optimize the performance of the engine. On Saturday we began to notice that when we would "jump" across really large levels, our player character would move so fast that the ipad1 could not keep up with the constant asynchronous loading and unloading of textures. While on small to medium size "jumps," the texture loading speed was fine, on really large jumps, the texture loading and unloading could not keep up and there was really no good way of increasing the texture loading speed, so we moved over to a 64x64 tile-based rending for the playerground. This weekend was really performance testing/fixing weekend! (I am sure there will be a big blog post about this by one of the programmers later on).[/font][/color]

[color=#000000][font=Georgia,]As far as QA testing, well, that was primarily all wrapped up in performance testing the various methods of rendering the playerground to get the best performance with the least amount of memory and visual artifacts.[/font][/color]

[color=#000000][font=Georgia,]And that concludes another crazy busy week here at Demergo and don't forget to check out some new pics we posted on our Facebook page.[/font][/color]

[color=#000000][font=Georgia,]Devbot Todd entering sleep mode...[/font][/color]

[color=#000000]Reposted from Fixbot Blog[/color]

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