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      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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Ground control to major Tom...(communication)

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Ocular Audio

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If there is one part of the current project I am extremely grateful for it is that of clear communication.

When composing for a project it is often all too easy to get wires crossed and for each party to not understand what the other is trying to say. Throughout this project though this hasn't been the case. From the very get go the developers (Chromium Gamesroom) have had the clearest of ideas of what they want and have portrayed it perfectly. I believe this is down to very careful planning and also research. Their planning has allowed them to create a very insightful document which breaks down characters, scenes, scenarios, emotions, key words and locations into very concise areas. This document has allowed both sides to asses what each area requires with regards to audio.

Clear communication came into play today after I had sent over some drafts of audio. Some areas of my audio were needing refinement. Rather than just saying they didn't like them, I got nearly a whole A4 page of notes, explaining where they think it could be refined, what they liked, what they didn't like. There was clearly a lot of though put into it. It's this sort of communication which makes a project so much easier. And outsourcers really appreciate it as they get concise feedback. I don't think this is just the case for audio professionals but anyone who is outsourced for a job.

Their research led them to have very clear views of the sort of style they wanted the audio. However I haven't been restrained in my creativity. In fact quite the opposite. I have been able to treat some of the composition like sound design and really go against what I would usually do. Which is very challenging and rewarding.

Both of these areas are key when planning not just the audio but also the game overall. Like any project, for it to be a success a solid plan needs to define every step. As my Dad would say about construction; measure twice, cut once. Always refine and then execute. Yes there will be mistakes along the way but they will help you learn and develop and overall make the whole project even better.

I can't share any audio just yet, but a trailer is being released soon and I will breakdown the audio to explain how it fits with the concept of the game.

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