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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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ZDresearcher

what is capable to do a compter scientist?

7 posts in this topic

do they make their own library? or they work with one that already exists? btw I havent started university yet so I want to apply maths stuff into a basic 2d game for example
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They learn the theory behind algorithms, data structures, and computation in general. Anything a computer can do (and some things they can't) fit within the field of study.
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To quote what we were told A LOT at university: computer scientists are NOT programmers (in fact, some people couldn't have coded their way out of a paper bag and still finished with decent grades.. in the theoretical and technical branches)
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[quote name='Trienco' timestamp='1328764408' post='4911184']computer scientists are NOT programmers (in fact, some people couldn't have coded their way out of a paper bag and still finished with decent grades.. in the theoretical and technical branches)[/quote]The same was true when I did 'software engineering' at university [img]http://public.gamedev.net//public/style_emoticons/default/laugh.png[/img]
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[quote name='Trienco' timestamp='1328764408' post='4911184']
To quote what we were told A LOT at university: computer scientists are NOT programmers (in fact, some people couldn't have coded their way out of a paper bag and still finished with decent grades.. in the theoretical and technical branches)[/quote]
QFT.

If you want to be a [b]programmer[/b], you will learn faster and better on your own that a CS program will teach you (CS programs don't teach programming, it's just an incidental skill you have to pick up).
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Yes, "Computer Science" means that you're doing science with computers (or, put another way, using computers to do science). Programming languages are just a useful tool to getting computers to do what you need them to do. With that in mind, a good computer scientist has a background in science and mathematics.

...but, since this is a game programming site, I imagine that you're trying to pick up the necessary skills to make games. If you're going to be a game programmer, programming is absolutely necessary. A solid understanding of datastructures and algorithms will be your bread and butter. My personal recommendation is to just start teaching yourself by using online tutorials and references to make simple games and use the university education to supplement your existing knowledge and experience. The classes you'll take will have much more meaning for you when you have something to put it into context with.
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