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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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bschmidt1962

Game Producers and Audio talk at GDC

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Hi GameDevNet group.

I've been asked by GDC to do a 30 minute audio talk at the "Game Producer Boot Camp."
Boot camp is a sort of 101-level, all day session for those who want to learn the nuts and bolts of game production.

So it's a great chance to get some info out to game producers about the biggest things they need to know about audio when producing their video game.

If anyone has any horror stories, "you have to mention this" topics, or other things you think I should make sure to bring up, let me know... Think "production"-- this isn't a Game Audio masterclass in 30 minutes, but rather a talk about what things a producer might need to know in order to make sure that audio in their game goes smoothly and comes out with great quality

30 minutes is pretty tight to cover videogame music, video game sound design, VO, etc..

Thanks
Brian
[url="http://www.gamesoundcon.com"]GameSoundCon[/url]

p.s.. Boot camp is 8 hours; so doing the math, 30 minutes means that they've allocated 6.25% of their time to discuss audio...why is that no matter what it is (CPU, Memory, Disk---or talk time) we always come in around 5-7%!!
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I needed just simple folksy tunes for one of my games (I was designer and producer). I instructed the composer that I didn't want any key changes or complicated bridges - a simple catchy verse-and-chorus was all I wanted. He kept delivering songs with key changes and fancy bridges. Lots of his tunes got rejected. After a lot of that, though, we finally had enough tunes for the game. I guess there's no lesson for producers there - just one for the composer, "listen to what the producer says he wants."
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