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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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Preparing the portfolio - any way you want?

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I've read various sources and from what I see, most of the pros tend to say "at first, don't try to be perfect but rather to develop something from start to end" as most people won't be interested in your sheer ideas but rather what you actually accomplished. That said, I decided to do something about it. However, I have a little bit of a problem here: I'd like to develop mobile games. Make my living of it, preferably. However, for a college freshman which I am, there's a big wall here. While I suppose I'd manage to pay the $150 for student's license for Corona SDK or similar and the $25 entry fee to Google Play (I don't have a Mac and Gamesalad which allows you to develop for iOS under Windows is way beyond what I could afford), in my country you also have to pay $130 a month to legally distribute via Play/AppStore and if you don't, you have to take out your app (or make it free). For now, then, I can't make myself pay such money and risk either getting it back in a month or getting broke (/takign loans to pay another $130). So I decided to make a portfolio showing what I've done to have something to show to potential investors/employers. But here goes the question:

What should I develop? I mean - I want to go mobile, sure. But should I develop one of my ideas in, say, Corona right from the beginning and then show it on my portfolio? I won't be able to show the product as is since I don't have the license so would anybody be interested in me developing a game which he can't play? Or should I develop for PC - in Flash, maybe? Do something in Flixel and try to monetize it on FGL or at least brand it with some site to gather up some money? What platform should I start from to establish some kind of recognition for myself as well as money, which would allow me to swiftly go mobile then?

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