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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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GPU Pro 4

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Jason Z


I just received my copy of GPU Pro 4 today, which was a nice surprise. I had contributed a chapter on Kinect Programming with Direct3D 11, and it is really nice to see it in print. And of course, there is also lots of other interesting articles that I have been digging through as well.

In general, I find it really interesting to see the breadth and depth of topics covered in these type of books. For any given topic, you only get to write one chapter - which means you can't go too deep, or you risk losing the focus of the reader. However, since there is a wide mix of authors, it is quite common to wildly varying topics in them. So I find it fun to read through, and get a general feel for what people are working on out there.

You can find details about the book on Wolfgang's blog page for GPU Pro, including some sample material from some of the chapters. And of course you can find the book on Amazon if you are interested in picking up a copy.

On a personal note, this book adds to my running tally of series that I have contributed to. I have been fortunate enough to contribute to the ShaderX series, Game Programming Gems series, the GameDev.net collection, a complete text on Direct3D 11 programming, an online book for Direct3D 10 programming, several online articles here on GameDev.net, and now the GPU Pro series too. It is a great time to be involved in the realtime rendering field, and I couldn't be happier contributing to it!

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Word. It's cool being a part of these compilations. Great way to get publishing cred without going through the whole book-writing process as you already know can be rather exhausting. Nice "in" with publishers too. I contributed to Game Design Perspectives back in 2002 and that put me in touch with what is now Cengage Learning who published our GDNet Collection series.


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