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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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Microsoft what are you doing?

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Interesting state of affairs I have come across today. So lets just get into it and try to be short and sweet.

Today I have been doing some research on graphics API's. For the longest time I have been wanting to move to the 3D end of computer graphics. As everyone knows there are 2 API's for this D3D and OpenGL. I don't really want to get into flame war's over the two API because it really does not matter they both do the same thing in different ways.

So ultimatly my choice that I made after my research was to use D3D. The reasoning behind this was the superior quality of Luna's books over the SuperBible of OpenGL. Luna really gets into interesting stuff like water rendering examples and terrain rendering examples where the SuperBible spends the entire book rendering tea pots. This is not really and issue but the state of the book is rather lacking due to the fact that so many pages are wasted using his pre canned fixed function api instead of just getting down to the nitty gritty. I am not a fan of the beat around the bush style and prefur the jump right in mentality. I am a competant programmer there is no need for the wrapper api it is just extra dead trees. So this is the main reasoning behind the D3D choice just shear quality of resources available.

Then I came across the current Microsoft debachal. Not sure what they are thinking. First off yes I am running Windows 8 and I really love it. Nice and easy to use once you get use to it and I like the clean style it presents. I think the new version of visual studio could use some UI work but who cares. The real issue comes into play with the Express 2012 Edition because I don't have $500 to drop on an IDE. Actually I prefur no IDE but again that is another gripe. When Microsoft moved the D3D SDK into the Windows 8 SDK the removed some API functionality (not a big deal) but they also removed PIX. They rolled PIX and the shader debugger into Visual Studio and made it only available in the Pro + versions. NOT COOL. NOT COOL AT ALL. Not only this but they on top of it removed the cmd line compilers.
So in order to get those you need to install visual studio first.

So basically they want me to use the IDE or at least install it and then remove the standalone debuggers meaning I can't properly debug shaders as I am learning unless I shell out $500. Not cool again not at all.

So right now I am leaning towards having to use OpenGL and avoiding potential Windows 8 store development just so that I can properly adapt my work flow to the standalone tools they provide.

Not sure what Microsoft is thinking here but it really feels like they are trying to alienate the Indy style of development for the sake of a few bucks. Really wish they still had the $100 standard edition sku I would buy it in a heartbeat if it got me the tools they took away.

Sorry for the little rant not usually like me at all.

If anyone knows about any potential work arounds (NOT PIRACY I HATE PIRACY) feel free to clue me in.

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