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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 little of my history

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Tutorial Doctor

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So, I was in college for engineering and my school required laptops. I had a low paying job, but it paid enough for me to be able to buy the best gateway I could afford at the time. It was about $1500 but the value was in the graphics card which, I have to say, was awesome.

I didn't finish college because of money and transportation issues, but one Christmas while I was attending university, my parents bought me the Sims 2 game for the PC.

I played it a little, and liked creating sims more than anything. I liked making stuff like houses and cool personalities. I soon found out that you can add your own content to the game. So I found the modthesims.com site, and dived deep. First 3D program I used was called milkshape, because it had the best support at the time. I didn't have money to pay for it, so I found wings3D. We had to use the SimPE editor, which was confusing to use for the complex stuff. I just used it to import a 3d model into the game. I used the BodyShape addition to the game to make my custom clothes, and I used a very old version of Photoshop (pre CS) to edit the texture maps.

That is how I got into 3D and the computer world. From there on it was non-stop learning and discovery. Next I found Daz3D which was an easier way to get into the animation world. Then I found Poser, which was better. I wanted to make my own characters though. I found Blender 3D. Hated it. Deleted it. Downloaded it a few more times over the years, and finally looked at it for real after the interface change. Learned of G-Max, then of 3DSmax, then of Maya, then of Zbrush, then of Google Sketchup, then of ___(fill in the blank with bunches of miscellaneous software). All this time of downloading software, I never considered making my own.

Then I thought of a software I could make that would bring all of the good parts of the software I have used into one place. Turns out, I had thought of a game engine. I wrote down the idea in great detail. Then I wondered how I would make it. I had to learn programming? Too complicated, that idea would never happen in reality. Even discovered Game Maker and Unity (older versions). Deleted. Too complicated.

My first introduction to programming was Actionscript for Adobe flash. Watched bunches of tutorials (bad ones). Compiled what I had learned into a document that made it easy to grasp by using an analogy of comparing a program to a movie script. The analogy wasn't complete. Stored that file away for a while. Eventually deleted it.

Few years later felt I could attempt to make that idea. Searching... (tutorials.. written documents...videos.. lectures). Compiled all of that information into another tutorial on basic programming. Python IDLE and PYGAME and WXPYTHON. Ruby for Google Sketchup. CodeCademy. Downloaded Game Maker again. Cost too much to develop stuff if I wanted to publish it to the masses. Delete. Downloaded Unity 3D again. Same issue. Delete.

Found Maratis 3D. PEREFECT! More tutorials on Blender. Sculptris as a Zbrush alternative. Quidam Studio and Makehuman. Joined a few game development sites. Found this site. Signed up. And here I am today.

I still think that software idea is far beyond me. But who knows what I will have done next year.

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