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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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Keen on making mistakes

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Bluefirehawk

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Sooo... this weeks post will be less structured, it is again more of a "writing thoughts to words" entry than something new to the game... anyways.

I gave more thoughts on the engine design, also how you design as efficient as possible, how do you implement a Entity based design correctly... and it went on and on.
Suddenly it jumped my mind, I wasn't going anywhere with it, even though having experience with business application, being one of the better programmers in my college, I want to have a state of the art AAA engine design on my first try.

It won't happen.

I am young, I have a long way to go, much to learn and much to conquer.
College is a weird thing, you learn so much in a single year, that you are shocked at the stuff you have written a year ago and when you are good in your college, it can happen to you what has happened to me: It gets over your head. You think too highly of yourself.

So you do something very few people ever do on the internet. Put your ego down. You are not the best there is.

Game developing is hard, noone can tell you how hard it is, until you tried designing even a simple Iso game in more detail. The learning curve is steep, very steep and you will produce much much shit. That is how you learn, not by endlessly browsing for the best solution.

I don't say that you shouldn't try educating yourself (for me, this would be the Entity Design), you also don't have to reinvent the wheel, if you can learn from the mistakes of others, GREAT!

But if your learning process keeps you away from the actual task, programming, you should rather go ahead and make bad design choices.
Nothing should take away you actually programming something.
It kinda did for me, so I stop worrying so much about making mistakes and just do them. I will find them soon enough, then I know why the design choices were mistakes in the first place.

So to any other new game programmer: you will do badly, that is why it is called "programming experience". Don't try to learn something from a mistake you didn't do yet.

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