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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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Dodge This.

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DecipherOne

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I've recently found myself with some free time between contracts. Not wanting to be idle for fear of being oxidized, I've got a few various projects going on. One proto-type I plan to share here in the coming weeks, while another project I am keeping somewhat secret. It is more of a personal project that is full of meaning and is still in an early conceptual stage. I do not plan on speaking any about that project until it is ready to be released. One project that I will share however is one I'm calling Trinity.
For work, I am working with a small team of Independent developers. Since joining this team back in early June, I've worked on a various set of contracts. For some of these contracts we have been using Unity 3D and so I've been getting pretty familiar with Unity and have wanted to even use it for my own projects. I had worked with Unity previously to this, but never wanted to really make the switch for my own projects. I had spent a few years refining my own game engine and didn't want to abandon it. After working with Unity for so a while it started to grow on me and the portability options, ease of interface, and many other features, just make it a no brainer to use. Not to mention the free edition and reasonable price of the pro version. The Unity team has really done an awesome job and I'm proud to be a convert now. But enough of an ego boost for those guys icon_wink.gif .
Wanting to keep my projects in a small enough scope to complete, I'm concentrating on 2D games. This in and of itself isn't a bad thing, but Unity, out of the box isn't streamlined for 2D development. There are a few packages available on the asset store that look to help with 2D games specifically, and I looked at them, and just didn't feel that they were intuitive enough for me to work with in a quick way. So, I decided to port over the most common libraries I used in my own game engine, thus Trinity was born.
Right now I just have plans to use it for my projects. I have completed a first pass integration and have finished getting the same functionality from unity as I would my own engine, but with all the added benefits unity provides. As I continue to add to this functionality, I may toy with the idea of adding it to the asset store. Not really wanting to compete, as I don't want to spend a lot of time publicly supporting the framework, but really to offer a light weight alternative to some of the other frame works that are out there. I should come to a decision on this by the next week sometime.

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