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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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[.net] SlimTune Profiler 0.2.1 Released!

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I've been working on an open source profiler called SlimTune, and the newest version is now available. Download SlimTune Profiler at Google Code The new version sports a retooled UI and lots of improvements all over the place. Some of the major features:
  • Live Profiling - Why should you have to wait until your program has ended to see results? SlimTune reports results almost immediately, while your code is still running. See your bottlenecks in real-time, not after the fact.
  • Remote Profiling - Other tools must be run on the same machine as the application being profiled, which can be inconvenient and worse, can interfere with the results. Remote profiling is an integral part of SlimTune.
  • On-Demand Profiling - Just because your code's running doesn't mean you want the profiler interfering. SlimTune lets you profile exactly when and where you need it, so you can focus on the results you need instead of filtering uninteresting data.
  • SQL Database Storage - Instead of developing a custom, opaque file format, we use well known SQL database formats for our results files. That means you don't have to rely on SlimTune to be able to read your files.
  • Multiple Visualizations - Most performance tools offer a single preset view of your data. Don't like it, or want it sliced differently? Tough. With SlimTune, multiple visualizers ship out of the box to show you what you want to see, the way you want to see it.
  • Plugin Support - We're doing our best to produce the most useful visualizations, but that doesn't mean your needs are the same as everyone else. A few dozen lines of standard SQL and C# code are all it takes to drop in your own view of the performance data, focused on what YOU want to see.
And yes, I know the writing is a bit cheesy, but product pages usually are. SlimTune was started because the .NET profilers out there suck, or are expensive. I thought there should be a good, open source product out there to support all the developers who are doing real work, but can't necessarily spend hundreds of dollars per seat for licensing. The more people using SlimTune, the better the feedback will be and the better the thing will get. Please help spread the word, and if you're using SlimTune for something cool, let me know!
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It's not often a forum posts get me to click on a link , but this one does even thought i'm in the middle of putting software in production lol! If the end product is akin to what you describe then thanks in advance for it very much!
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I've been curious to ask whether SlimTune supports XNA games deployed on the Xbox, as its well known that performance characteristics of the Xbox don't really fall in line with the PC.
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I'm afraid not. The built-in CLR backend relies on the CLR Profiling API, which is a native code framework. Needless to say, this facility is not at all available on the Xbox, Compact Framework devices, or on other 'weird' execution environments like Windows Azure. Sad but true.

If I stumble on a way to make it work, it'll be the first thing I do.
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