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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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Bob Ghosh

Breaking into Industry

4 posts in this topic

Hello,
I am a boy from India and am a newbie to programming or whatsoever. I'm a hardcore Gamer of 15 years and would like to break into Video Game Industry as a Game Programmer (eg:- GamePlay Programmer)...

I started gaming since I was just 4, and have passion for them since. And I currently am an editor at [url="http://www.ppsf.co.uk"]PPSF[/url]. Let's move on to the topic...
I have started Programming in C++, just as a newbie. When I searched the career section of the big game studios like Ubisoft, Bungie, Crytek, etc...They mentioned that C++ is a must, so I want to select C++ as the language to go on with. (You can also suggest if you want me to select anything other or whatsoever) I really want to work in the studios that I mentioned above.

I need your help to guide me to be a Game Programmer. Please suggest me "HOW SHALL I PROCEED ? "


Thanks In Advance and for spending time.
Bob Ghosh
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Though not specifically dedicated to programming alone, take a look at my site here to learn more about what you can do to prepare to enter the games industry.

[url="http://www.ineedtomakegames.com/"]http://www.ineedtomakegames.com/[/url]

Best,

- Destin
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Going off what Radikalizm said I will give you a little boost in hope.
What he said is correct—playing games and making them are not the same kind of joy. You know you should be making them when you spend all of your spare time trying to figure out how they work, what ideas went into map design, etc. I watched Mario jump up and hit blocks and just thought to myself, “How does it know that when I hit this button he needs to jump, and then how does it know how to make him hit a block and give me a coin, and then on top of that how does it know how to draw all of this?”

I was mainly interested in game design, as most people are. But I realized that no one was going to make my ideas for me, so if I wanted anything to actually get done I would have to learn to program myself (read that as, “program by myself,” not as, “program myself to do things”).

This is where some people get turned off to the idea of making games.
But I ultimately found it more fun than designing. After having done both professionally, I later turned down a design job in order to continue my search for a programming job, at the risk of being exported from Japan should I have failed to find one within 4 months (and I found one just at the deadline).


I still have passion as a designer and I have some games on the bench right now, but doing it professionally feels like a waste of time compared to focusing my skills on the code rather than a large document. I basically felt guilty using my time as a designer because I always felt, “I could have a larger impact on the project and ensure my vision is met properly if I use my time on code rather than a design document.”


Being a programmer is empowering and you may very well find that you love it more than any other industry job. Especially because you can apply it outside the industry as well, making little utilities for yourself to handle menial tasks (such as Doxygen function headers or class templates, or anything you can imagine), etc.

Don’t be too disheartened by Radikalizm’s post; falling in love with game development more than game playing happens in practice more often than you realize.
I estimate that in the time I spend with games, 90% goes towards development and 10% goes towards playing.


L. Spiro
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