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      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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Enerjak

Need a book on ID's John Carmack for a report for class.

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I'm in a bit of a pickle here, I got to write a report on John Carmack and I need two books as reference.......but i could only find the masters of doom book which doesn't really help me......Anyone know of any good cheap ones? I was going to do it on Tim Sweeney but there's no books about him at all.........
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Hmmm - well Masters of Doom is the only one that really springs to mind here. Are you allowed use other reference sources or does it have to be books? His .plan archive is a mini-goldmine: http://floodyberry.com/carmack/
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[quote name='mhagain' timestamp='1352081513' post='4997391']
Hmmm - well Masters of Doom is the only one that really springs to mind here. Are you allowed use other reference sources or does it have to be books? His .plan archive is a mini-goldmine: [url="http://floodyberry.com/carmack/"]http://floodyberry.com/carmack/[/url]
[/quote]

sadly it HAS to be two books....
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Here's another I just remembered - Michael Abrash's Black Book (PDFs available for free, just Google) has some appendices detailing some of the technical issues encountered and resolved during Quake's development.
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A book is merely a series of pages with text printed on them, all bound together. Just print off the pages, bind them together, slap a cover on it, and call it good. It's now a book. If your professor says that it must be a published book, just say that the printer published it and your publishers distribution network is to an audience of one. I'd do it just for fun to see how they refute my reasoning.

You know what? ... I should become a lawyer.
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Can you pass off the instruction manuals for quake as a book? It's both bound and published.
- I should become a lawyer too. Edited by Green_Gill
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You should probably find a better subject to do a report on then.

There is not enough material on Carmack to write an interesting report. The point of these things is to reference as many sources as possible and then put together your own unique report on Carmack. You can't do that with the lack of information out there.

What is and isn't allowed as a valid published source of information is not what your assignment is. Just like when a professor dis-allows using or referencing Wikipedia. Your assignment isn't to go out and put together a case to prove him wrong. Your assignment is to put together a good body of work under the original guidelines he gave you. Anything else you do just shows that you can't follow simple instructions, and you can't excel at a simple task that many classes and generations before you have done.

I think if someone used a game instruction manual as a source for a report, they deserved to be openly mocked in front of their entire class, and then thrown out.
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