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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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Onirae

Where to study?

5 posts in this topic

Good morning guys!

I have a question, and google didn't help me much

Would like to study in a full-time design course (theorycraft, audio, design, 3d, programming...) somewhere in europe

To be more exact, in Ireland, UK, Spain or Italy

Can someone provide some places to study, with some aid to look for a job after the course is done?

Money shouldn't be an issue, altho not willing to do a several-years college

I read a lot about Pulse, in Dublin, and seems Nice

What do you guys think?

Thanks
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I guess most people would disagree, but wouldn't it be better to actually make a game instead of going to a course? You will learn much more this way in my opinion. And it's cheaper and more fun :)
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Honestly I have to disagree

I have tried many times, I really need some guidance

Back when I was 20 it was easy for me to pick up a book and sponge my way through it, but now it's not that easy

I prefer to have someone to guide me through all steps, from design to art to audio to programming
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[quote name='Onirae' timestamp='1339326215' post='4947881']I have tried many times, I really need some guidance[/quote]No problem, try this:

Take a piece of paper, a pen, a few pawns and a dice (you could use various non standard dices, not necessarily d6). Draw some boxes and invent what happens when you land on that spot. Then take it to your friends/family and made them to play it and give you feedback. Then redo your game and made them play it again.
Once you feel comfortable you could add more advanced mechanics like drawing cards (events, items, special effects, rule changing cards). And when you are really proficient try area control, majority control, rondel, etc.

Of course you can say it's above you and you don't want to start with some stupid boardgame, but these are actually harder to design (while much shorter to make) than computer games and you will learn tons from it [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] Edited by Acharis
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Onirae, your question has been moved to the Breaking In forum. This forum is focused on preparing for and obtaining game industry jobs.
It's recommended that you read the forum FAQ (back out to the forum topics list, and look for the link at upper right).
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[quote name='Onirae' timestamp='1339326215' post='4947881']
Honestly I have to disagree

I have tried many times, I really need some guidance

Back when I was 20 it was easy for me to pick up a book and sponge my way through it, but now it's not that easy

I prefer to have someone to guide me through all steps, from design to art to audio to programming
[/quote]

Is there any specific reason why you want to learn all of the aspects?

Although I think (my opinion!) everyone that wants to make games has to have some knowledge about all the aspects (art, programming, designing) of making them, but to be efficient in one of the aspects should be a main prio and you will not learn enough properly in say, a 2 year course about one aspect, let alone multiple aspects.
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