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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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A different way

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Norman Barrows

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Wow. What am i trying to say?

There's a different way to make games.

Different how?

Less complex.

Much of the complexity of game development has less to do with the game itself, and more to do with the environment in which its created.

And much of that complexity is unnecessary for the small team or solo developer.

So i should probably start by saying that this "different way" won't work in many (most?) situations.

But when it can be used, there's little reason not to (at least that i've found so far).

So, when is it applicable?

1. when you have complete access to and control over the code.
2. when you can rely on discipline as opposed to hand holding to prevent problems.
3. when you're developing a single title as opposed to an engine, library, or purpose built reusable component.

These right there probably sum up how the development environment complicates the process.
1. when you don't have code access and control, you have to make editors and engines for the non-coders. you also have to design your code so any numbo coder on the team can use it and not blow up the game.
2. when you don't have disciplined coders, you have to do a lot of hand holding work in the form of designing "developer proof" code. Much time is spent on making it so other coders can't misuse code.
3. much work and consideration goes into design for re-use. however, not all code is reusable. not all code gets reused. its "anticipatory coding" - trying to anticipate possible future needs and designing the code to handle that eventuality. all fine and good, but in some respects, that's somewhat akin to "pre-optimizing".

So, from this list, you can see that these circumstances don't apply in all cases. If you work for a big studio, and have to deal with non-coders and numbno coders, you're done reading. This journal is not for you. But if you ever do an independent project after hours, you might find it interesting. If you're looking to break into the commercial game development industry where there are non-coders and bad coders this is not for you. but if your just looking to build a game without all the usual federcarb, this is for you.

i'll be concentrating on C++ windows directx development, but as always, most general concepts are hardware, OS, and graphics library independent.

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