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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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Day 20

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AlexSilR

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Mirrored from my blog (en, pt-br).

Today I spent the whole day modeling and thinking about how will be the gun of the prototype of the game that I haven't discussed here yet. In the end I did not get to any model that satisfied me, but it was worth because I ended up practicing.

It was worth it not only for practicing in Blender, but also solve some problems that appear along the way, this is one of the best ways to learn. One problem for example, was that the way I modeled part of the gun Normals became reversed, when I imported to Unity I saw. I returned to Blender, and used Ctrl + N thinking it would solve, and not resolved. I took a look and ended up finding the option to show the Normals of faces and vertices. After that I had to manually flip using the Flip Normals.

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I also tested some textures and I'll probably use a brushed steel for the whole gun.

In this workflow of modeling in Blender and import into Unity I felt a delay because of the Windows explorer. I got two windows open (one with. Blend textures and [I like to leave the editable separate from Unity project structure] and another for the Unity project files) and get file transferring from one to another (although simple) often ends up consuming considerable time. At the time I used Debian and KDE one of the features that always missed when I went back to Windows was the same window split in two. I googled and found the QDir, which is very good. I recommend to anyone who used navigating between folders a lot on your workflow.

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I know I've wasted too much time on the gun for a prototype and has more essential things to do, but as I liked and learned a lot today, tomorrow (as I already have in mind what I will do) I want to finish the gun.

[size=2]PS: Sorry for the bad english.

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