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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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I finally realize how important planning is.

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Tutorial Doctor

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So, I am the type to work by trial and error, usually. I get stuff done, sometimes.

However, every time I sit down, gather my thoughts and type out a plan, it seems I have more control over the processes I take to accomplish something.

You know how in the PC version of the Sims you can record footage and compose it into a video? Well, I was making a feature film with it, and it was very nice. But as always, my ideas get too big for my ability, and it stopped short. Then, I had a "somewhat plan."

Maybe I need a plan that is easily adaptable. Hmm. Okay, let's try to do this again...

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In games Dev Docs are core to successful games. Outlining even a simple plan can allow you to see problems before they drop in on you. Also it can be used, hopefully, to minimize feature creep. Feature creep if you are not familiar with the term means the adding of new features as the game moves forward. This can often cause massive problems with the change of timetables, coding issues, and other unforeseen problems.

Planning, or per-production can save you a lot of time and mental stress even if it seems an odd use of time.

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That is a keyword I needed-- Preproduction. I was planning out a game last night, and I was getting excited. I need to create a new way to plan out a game. You have brainstorming and charts and such for school work planning, but I don't know of a system for planning a game. I was drawing stuff, making notes, circling important stuff, etc on one page. It was all over the place. I had elements of book planning and art planning, as well as program planning all on that page. Perhaps I can do it like a character illustration design sheet mixed with concept a concept art sheet? Then for the programming side I can do some type of flow chart looking thing? I'm going to see if I can think of a planning system for games today.
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Preproduction planning is always key. Spreadsheets with deadlines and detailed outlines of each part of a project are key in my opinion. Map out what needs to be done, by when and how it needs to be done. As my Dad says when doing construction, measure twice, cut once. In other words, go over a plan a few times, refine it and keep refining it throughout the project wherever it is needed.

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