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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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dpandza

Beginner's guide for newcomers

4 posts in this topic

Thats some nice wall of text but i'm sure it's usefull. However i don't think this would get stickied as there are no topics stickied, atleast in this section. I'd say create a article of this and place a link to it in your sig, and while helping people you can point them to this article.

Otherwise this would probably get lost somewhere in time, well not lost as i can see topics from a couple of years back but it won't get read much when this gets further down the list and unless some necro comes in and revives your thread it will drop further down.

Skipping quickly over your article it looks very informative, so well done!

However i have to correct you on some things:
-Making games IS more fun then playing them. And seeing your game get played is the most awesome thing ever :D.
-Fallout 1 and 2 are actually very doable but i guess you where referring to the 3th instalment .
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[quote name='menyo' timestamp='1304527065' post='4806474']
-Making games IS more fun then playing them. And seeing your game get played is the most awesome thing ever :D.
-Fallout 1 and 2 are actually very doable but i guess you where referring to the 3th instalment .
[/quote]

Yes, making games can be quite exhilarating, I completely agree. I just wanted to imply that there will be walls that need to be punched through. As of the Fallout series, I was indeed referring to the 3rd and 4th installments, which is where I set my assumption that it's the most common place for the beginners to sprout, although intentionally oblivious to titles like Call of Duty. Most people get turned on by the massive scale of most games they play, however, it's quite necessary to point out those are not the goals of a starting game developer, not at the beginning. And it's very likely that in the future, he'll just be working on such a project, not be it's initiator.

Thank you for the comments, I'll incorporate it into the guide. :D

I think I'll just put it in my signature and defer rudimentary questions to this topic. Next up should be the game engines, what people's goals should (keeping them realistic), why they won't make MMOs in the first few years... And the juicy stuff I continue to see asked over and over again.


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tldr;

This will get quickly lost as a forum post. I'd suggest submitting it as an article instead. You've clearly put a lot of effort into this but it will be off page 1 within about two hours and probably never read again.
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