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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 have returned. Again. Or something.

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As promised, I've updated the shrine with the X3 US pics. Behold all of the awesome.

And then of course there's the gaming peripherals:
Toys make me happy

From left to right, we have:
- My old knock-off, off brand PC Propad. I never actually got to play any games with this, because it only has two trigger buttons, and all the games that supported gamepads expected four back in the day. The 15-pin gameport connector also went out of fashion shortly after I got the thing.

- Logitech Rumblepad2. Essentially a clone of the PS2 controller, except with a vanilla USB connector. It's comfortable, but it isn't my preferred method of gaming.

- Saitek P2500 Rumble Force pad. This thing is awesome. It just sits in your eager, trembling hands like a craven plastic block of might, jittering with massive energy waiting to be unleashed. I'm starting to do a lot of gaming with this, especially when playing Final Fantasy.

- Gravis Destroyer Aftershock. Trusty joystick, nice rumble pack, fairly decent for what it does. I've used it happily for a number of years, since my cheap gameport joystick died a while back. It was the first USB device I ever owned. For a long time, I was stoically convinced that no joystick could ever be better (after all, if there was anything better, I would own it... right?).

- Saitek Cyborg Evo. This thing is beautiful. It has all kinds of nifty glowy things, and little gears and knobs and such so you can adjust it to fit the shape and position of your hand. Excellent tactile response on the springs and the buttons (although the buttons are just a hair too spongy for my tastes) and a generally really cool looking profile to boot. My only regret is that I thought I had bought the force-feedback edition, but sadly not. Such is the way of things.

Happy Juice
Happy Juice
This is another little bit of awesome. Apparently, E3 attendees were randomly selected for a market test of the new Mountain Dew MDX drink that was just released. Several months ago, I got a package in the mail with a nice silvery box in it, which contained six cans like the one you see here. The fifth, depicted, was enjoyed last night. I'm keeping the last one unopened just for the heck of it, plus a couple of the regular empties.

It's actually fairly different from the final version of MDX, which makes it that much cooler, since it's not just the same old stuff in a shiny can. Of course, the shiny can makes it that much better.

So there you have it. Now I'm done rotting your brain and assaulting your eyes. Go do something productive, like scare small children and take their candy solve world hunger.

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