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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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howie_007

fleshing out your game idea

6 posts in this topic

After thinking about game ideas for the longest time, I think I finially have the idea I've been waiting for. It came to me out of nowhere.

So now I'm thinking of taking it to the next level. Fleshing out the story (very minor), but it gives context to what the player is doing why they are doing it (game play).

Writing a design doc at this point is a bit premature. I figure I'd story board it, one frame per piece of paper and hang it on the wall. I may need more wall space.

Other then story boarding and a design doc, is there any other way of molding your ideas?
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Mind-mapping/webbing, flowcharting, lists, and notecards are all popular organizational techniques used with brainstorming. Also, writing a description of a similar game, then using that text like a mad-lib by replacing the words about that game with words about your own game.
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Those are some great ideas. Never heard of mind-mapping/webbing before. Will have to look that one up. The mad-lib idea is also something I've never heard of before.

Thanks a bunch!
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I have a wiki that does double-duty for my open world RPG and my novel which are both based on the same setting. I find compartmentalizing concepts makes it easier to expand on them and edit them. It's harder to 'see' the design, but you can cram a lot more information into them.
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[quote name='truant' timestamp='1325476663' post='4898846']
I find compartmentalizing concepts makes it easier to expand on them and edit them.
[/quote]

Can you share a simple example of what you are talking about? The idea sounds interesting but I'm not sure I'm completely understand.
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I'm atm designing a lobby for a game. It's a bit overwhelming to start sketching out what the lobby should look like without knowing 100% what it will include.
So I write down every single button, text, clock, feature etc that the lobby will include before i start drawing.
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