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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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MVP Renewal++

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Jason Z


I found out today that I have indeed been re-awarded as a Visual C++ MVP this year :) That makes five years running, and I'm really happy that I will have the chance to continue on. There is literally tons of different concepts in modern C++ that I want to start writing about again, so we will have to see what shape that can take... hopefully it can be helpful to some of you out there.

To help demonstrate how the design of a rendering framework is evolving with the new features of C++, I will be updating Hieroglyph substantially. Because of how large the changes will be, I have decided to make a clean break and create Hieroglyph 4. This decision was not made lightly, as I have put many, many hours of work into Hieroglyph 3. In fact, I first posted Hieroglyph 3 on Codeplex back in February of 2010, and it had already been in development for months before that. As a result of our book, as well as lots of posts here on GameDev.net, there is actually a fairly substantial user base for Hieroglyph 3 (including my own use at my day job).

Due to that user base, I think it is prudent to take the next step and create the next version of the engine. This will let existing users of Hieroglyph 3 continue on without too much disruption, and then at some point down the road I will eventually have Hieroglyph 4 in a production ready state. This will also let me be more aggressive in my design changes, so I think it will be good for both cases. I will continue to apply the updates to Hieroglyph 3 when they make sense and don't significantly alter the API surface. That should keep HG3 from getting stale and allow me to maintain a before and after example set - that's the plan anyways :)

It always amazes me how much you learn over the course of a couple years. Since I wrote Hieroglyph 3, I have become much more knowledgeable about software engineering, software design, and I have also become much more aware of the importance of documentation and testing within the software realm. Hopefully I can apply all of this to the new engine going forward.

Anyways, I hope this will be the beginning of another long run, so stay tuned for more renderer design discussions!

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Congratulations Jason! Hopefully I get the same email 2 months from now.


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