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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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An update on where things stand currently.

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blewisjr

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Ah, Hello GDNet.

It has been a while. My external blog has been shut down because overall I found it rather difficult to write about what I was doing at the time and it was killing my focus. I completed my very first micro controller project which is an Alarm Clock running on a PIC micro controller. Was a lot of fun working on such a low level. I learned so much in the time it took to complete the project that a reached almost a burn out point. So right now micro electronics is on the back burner as I need a rest. There is so much one needs to learn to complete something from the ground up. You need to learn to program the controller at the hardware level be it C or ASM, I used C for the alarm clock. Then there is all the circuit theory and interfacing to the various different components. It really is a lot of work and I very much respect people who do such tasks for a living. You would never think that writing the firmware for an alarm clock would teach you so much of the basics of an actually Operating System Kernel. It really does.

So now I am coming back into the world of game dev. Even though it was not a game it really felt great to finish a actual project from start to finish and I feel the project really taught me some important things about development that I was missing before. So now I really feel I am ready and have the discipline needed to tackle a game thanks to having to design and plan such a beast of a project. For those who do not know a Alarm Clock may seem simple but in reality there is quite a bit of work involved when dealing with such minute resources and hardware restrictions due to the way various modules are built into the silicon.

So right now I am looking for a route to take. I have always wanted to learn either DirectX or OpenGL but I really think it is not necessary because writing a game engine is really a lot of work just like writing the firmware for an alarm clock. You really need to know the little details and nuances. Is it possible for me to learn say OpenGL and build an engine sure it is but it probably will not be very good. So I am currently looking into UDK as it might work very well for a game I have been thinking about.

Would be nice to hear what others think on the topic so feel free to comment. Should I follow my dream of learning OpenGL or should I tackle UDK and actually get something playable 20 times quicker?

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