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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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KingKaiser

Opinions on the User-Friendliness of Unity3D?

3 posts in this topic

Hello everyone, this is my first time on this forum. I've been searching for opinions on Unity3D. The game engine itself appears very friendly, and the game example that it comes with seems impressive. The internet in general has great things to say about Unity, as far as indy game development goes, but how easy would it be to create a stand-alone game off of the engine that it hands you?

Is it possible to create a game that can't easily be identified as a Unity-product without pushing a created game through a translation to another coding language?

To be honest, I have zero experience in creating functional games, though it has been a point of interest of mine for a while. I find generic programming to be quite enjoyable, and I'm familiar enough with the concepts of classes and inheritance, polymorphism and database functions, but graphics and such have always been a bit far out of my knowledge base.

Just looking for some insight from experience programmers, even if it's not specifically experience with Unity3D. Thanks! :D
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I picked it up about 2 years ago, coming from a c# programming background. If you know C#, then Unity is really easy, user friendly and a lot of fun.

In terms of producing a full blown indy game- you can absolutely do it in Unity free. Things only "obviously look like" unity because of the splash screen :) You do eventually find yourself wanting the pro features- I think the one feature that eventually pushed me over the edge into pro was the very detailed profiling tool that pro comes with- you can literally see which methods are eating the most cycles, etc.

Unity tends to favour component based rather than object oriented architecture- basically it makes things a lot easier when developing games and is fairly broadly adopted methodology in gamedev.

The community though is what really sets Unity apart- both in terms of helpful people on the Unity forums, Unity answers, and Twitter etc.

Have fun!
Mike
@runonthespot
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Oh, and in terms of your experience base, Unity is a great place to start learning. The good thing with engines is they're not bottom-up, they're top down. By that I mean, you get to start with a bunch of functional bits, and then start delving deeper into them as you learn more. So in a more traditional environment or building your own engine, you'd have to learn how meshes are organised, how to draw them on the GPU, how to write shaders, how all that basic stuff works, long before you can even draw a basic cube. This way round, you get to draw a cube (drag and drop practically) and then via c# and the Unity API, you can start looking deeper into it- playing with the array of vertices, tweak existing shaders. More importantly, you don't have to worry as much about the low-level stuff (if you don't want to), and can get straight on with the higher level stuff of actually writing games.
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