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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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Calum Bowen

Top Tips For Showreels

3 posts in this topic

[size=3][i]note: I'd like to stress that i am showing my showreel as an example of what i'm discussing and not as a portfolio post.[/i][/size]

Hi everyone,

I made my first "official" showreel about a week ago and was wondering how people thought was the best way to make them etc.

I've seen people with one showreel for everything but also people with multiple showreels sorted by genre. Some people include full tracks (almost like a playlist) and others include fragments (about 1 minute).

In mine I went for one showreel with as many varied pieces as I had (1 minute-ish of each).

[url="http://soundcloud.com/calumbowen/2011-showreel"]http://soundcloud.co...n/2011-showreel[/url]

I think i got quite attached and included perhaps far too long a sample of some pieces and maybe too many pieces but I have yet to see if it is truly effective.

Do let me know how you go about making a showreel and what you've found to be the most effective way of doing so.

Thanks very much,

Calum
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This is a good question. I agree - show montages upfront to get a client interested. Later - once they're really evaluating you deeper you can share full tracks.

The way I have mine set up is when you go to my home page there are four samplers - each under four minutes long and assigned various moods. For example I have a epic, doom-n-gloom, tension sampler then a light, happy, casual, fun sampler. My thinking was to not split up demo based on orchestral vs rock vs jazz, etc. I was worried that would create too many samplers for a potential client to browse. So instead I focused on what kind of emotion(s) would the client like to see supported musically and went with that. I've only recently made this change but I think it works pretty well.

You have some really nice tracks uploaded. Keep up the good work!

Thanks,

Nate
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Thanks for the reply - it was very helpful. I agree that the idea of separating the showreel into moods is very effective. That way you can direct clients to the showreel that would be specifically relevant to them. I think once I have more material under my belt I will attempt to split it up like this.
Thanks for the kind words nate!
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