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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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Happy New Year - 2013 Edition

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Jason Z

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My goodness, how time flies... The past year has been a flurry of activity, with many major aspects of my life being tumbled around and changed up. I successfully moved back from Germany in the March timeframe, and was living in a temporary situation with my in-laws while we found a permanent house. This was a surprisingly long process, which is actually just now being finalized - we moved into the new house over the Christmas break, and are now settling in to the new area.

Of course, the year has also had a number of successes, and I have been fortunate in the work that I was able to accomplish in the past 12 month (especially given the decreased development time from the living situation...). I produced an article that will appear in GPUPro 4 when it comes out, and have continued development on Hieroglyph 3, with fairly large refinements in the architecture and the addition of some new content.

In addition to the work on the Hieroglyph 3 source code, there has also been a fairly large amount of community interaction on the project's codeplex pages. In fact, between staying on top of the codeplex discussions, and continued development on the engine itself, my interaction with GameDev.net has actually been pretty spotty this year. However, I see that situation drastically improving now that I will have a bit more stability (plus my own office from which to type up posts from - which is where this is being written!). Given this decrease in production, I wanted to thank those of you who are still reading these posts. I am intended for them to be much more lively in 2013, and they should be much more consistent as well.

I am also moving into a new position at work that will allow me to (finally!) be able to do some visualization development work. This has been a long time coming, and I can't wait to jump in head first. Of course, this should also bode well for my work on Hieroglyph since they will be at least partially intertwined. Stay tuned for more on this in the coming months.

So what plans do I have for 2013? There is a long list of items that I want to explore, and those are starting with expanding Hieroglyph 3 to run on WinRT based applications. This process has actually already started, but should continue to move forward in the next couple of weeks. Once WinRT support is there, WP8 support won't be far behind it either (as they are naturally closely related...). With this sudden increase in the number of platforms to support with Hieroglyph, there is some impetus towards a more generalized application model, which could allow each of the platforms to run the same application, but without a bunch of customized code for each platform...

This has led to the development of what I am calling 'Glyphlets'. The overall concept is fairly simple - to define a simple interface for applications which can be implemented onces, and then each platform simply needs to support the 'playing' of that interface to support running the application. It sounds simplistic at first, but it actually opens up quite a range of options once it is up and running - ranging from having multiple platforms (as just described) all the way to implementing Lua script based applications, to having applications embedded within other applications... Glyphlets will be a big topic for me in 2013, so I hope you will find them as interesting as I have so far!

So Happy New Year to all of you GameDev residents, and I wish you all a happy and prosperous year. I sincerely look forward to getting back into the community, and can't wait to share what I have been working on!

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Happy new year!  I often don't have a comment to make, but I always enjoy reading your posts, so thanks for sharing!

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