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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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Slayer07

Game Development

13 posts in this topic

[font=georgia, serif]Hello,[/font]

[font=georgia, serif]I am totally new to this forum.[/font]
[font="georgia, serif"]My passion is gaming. And my favorite genre is RPG.[/font]
[font="georgia, serif"]After my graduation I am planing to pursue game designing as my PG course, but for every university i tried is asking for a portfolio.[/font]
[font=georgia, serif]I read a lot of books related to Game Designing and I have a basic knowledge about importance of design documents etc.[/font]
[font=georgia, serif]Now i have to start making a 3D RPG game, as if my portfolio is impressive I have a good chance of cracking a scholarship also.[/font]
[font=georgia, serif]I know languages:[/font]
[font=georgia, serif]C#[/font]
[font=georgia, serif]C++[/font]
[font=georgia, serif]Javas[/font]
[font=georgia, serif]javaScript[/font]
[font=georgia, serif]J2ME[/font]

How, where and what to start first?

Thank you
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[url="http://www.gamefromscratch.com/post/2011/08/04/I-want-to-be-a-game-developer.aspx"]Read this[/url]

Beyond that, learn to focus; a deep understanding of a few languages is better than a shallow understanding of a ton. Otherwise it's all about experience at this point, pick a project and get to it. The next step will come naturally as you encounter things you need to learn to succeed.
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Hi,

It sounds to me as though you are in a very good position to rip open the knowledge of an existing game engine to learn it, should you choose that path. Game structure and so forth is what you need and get a grip on game making programs which are customizeable, in my opinion. The things that I write here will generally allow you to use your scripting skills and get an understanding of how your skills are applied to making a game.

How are your art skills or do you want to express art through programming? Knowing the proportion of importance between gameplay features and the art aspects will be crucial, I feel, and these should guide your choices. Some games have the gameplay area occupy most of the labor hours, whereas some others take huge hours in the art area. Some are a balance of the two. It's important to be aware of this, as you probably know already.


3Ddreamer
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If you never made games before, try making some 2D games first, if you already know C++, this is a good place to start http://lazyfoo.net/SDL_tutorials/index.php simple tutorials teaching you how to use a 2D graphics library called SDL
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You could join the development of an indie game. It's a better solution I think than starting your own game when you don't have inspiration and you're a beginner.
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[quote name='Slaat3' timestamp='1345709031' post='4972510']
You could join the development of an indie game. It's a better solution I think than starting your own game when you don't have inspiration and you're a beginner.
[/quote][quote name='Slaat3' timestamp='1345709031' post='4972510']
You could join the development of an indie game. It's a better solution I think than starting your own game when you don't have inspiration and you're a beginner.
[/quote]

join as in?
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Thanks guys for your replies.
But these stuff i know by reading books.
I want some practical help.
I want to know about GameDesign Document etc.
This will make my portfolio, its important to me

thanks
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What do you want to know about writing a Games Design Document?

There's plenty of free articles regarding that on the web, as well as things like the Doom Bible.
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[quote name='Slayer07' timestamp='1345737523' post='4972616']join as in?[/quote]
Yes. Join an indie-game team. My recommendations to search for a one at the Classifields>Hobbyist Projects on this forum or on [url="http://indie-resource.com/forums/viewforum.php?f=17"]http://indie-resourc...wforum.php?f=17[/url] (a good site for indie-devs). Edited by Slaat3
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[quote name='Slayer07' timestamp='1345740858' post='4972646']
Thanks guys for your replies.
But these stuff i know by reading books.
I want some practical help.
I want to know about GameDesign Document etc.
This will make my portfolio, its important to me
[/quote]

See what I'm saying? Everybody on these forums always assumes everybody who comes here needs to learn programming.
Slayer, I'm moving this to another forum. I'm moving it to Game Design since you're asking about GDDs (although it might also belong properly in Breaking In).
There's info about GDDs and game design [url="http://sloperama.com/advice/specs.htm"]here[/url] and [url="http://sloperama.com/advice/lesson13.htm"]here[/url], and there are more links on both those pages (to sample GDDs and other good sites on game design).
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[quote name='Slayer07' timestamp='1345740858' post='4972646']
Thanks guys for your replies.
But these stuff i know by reading books.
I want some practical help.
I want to know about GameDesign Document etc.
This will make my portfolio, its important to me

thanks
[/quote]

Since you show here that you want credit for your portfolio or resume, then you really need to join some team and let them explain the documentation of the game engine they use. The practical help for game development comes best with joining a team to give you that practical help. The more that you contribute to a game development team then the more credit will be given to you for your portfolio. The only other major alternative is to go to game development school somewhere which will give you plenty of documentation and add to your portfolio while you get practical help, but for some people this is beyond reach financially.

I didn't say anything about your obvious programming ability.


3Ddreamer Edited by 3Ddreamer
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[quote name='Slayer07' timestamp='1345740858' post='4972646']
Thanks guys for your replies.
But these stuff i know by reading books.
I want some practical help.
I want to know about GameDesign Document etc.
This will make my portfolio, its important to me

thanks
[/quote]

Here is the GDD of the game I make as an example. Hope it helps.
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[quote name='Slaat3' timestamp='1345743695' post='4972677']
[quote name='Slayer07' timestamp='1345740858' post='4972646']
Thanks guys for your replies.
But these stuff i know by reading books.
I want some practical help.
I want to know about GameDesign Document etc.
This will make my portfolio, its important to me

thanks
[/quote]

Here is the GDD of the game I make as an example. Hope it helps.
[/quote]

This looks a lot more like a pitch template than a GDD to be perfectly honest.
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It's not complete. It's more like a guideline. I have detailed Design Documents for more specific parts.
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