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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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Gareth Wiecko

New to this site, I'd appreciate your opinion on some tracks I've recently made. :D

2 posts in this topic

Hey guys,
I'm trying to get my foot in the door as a composer for games and would like your input on some of my tracks.


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Hey man,

First off, [b]welcome!![/b] I checked out a few of your tracks. Overall, you do a good job of creating atmosphere! Here are a few points for you to consider:

Something Wicked Comes:

0 - 47 is great. I especially like the piano.

The cymbal swell sounds pretty processed - like it was stretched or just a low quality sample. If this was intentional, cool. If it wasn't then consider replacing it. It jumped out to my ears because everything else up to this point was acoustic and realistic so a sythentic layer really jumped out at me.

Much of the mix seems to be static and center panned - consider moving things around to create more space and interest.

The guitar riff and the percussive element (sounds like a loop) at the change near 47 do not mesh well. The two conflict with each other creating an impression of sloppy rhythms.

I get what you're going for with the low strings but there's a ton of reverb on the strings and the attack is quite slow so it takes away from the impact.

For the build up/crescendo near 2:58, I'd consider also increasing the tempo dynamically to help create even more tension. Slowly building up the instrumentation definitely is effective but it can be pushed further!

Again - take a close look at some of the rhythmic loops you're using and seeing how they're jiving (or not jiving) with the other layers you're playing in.

There's some nice growth and changes in your piece so I definitely think you have a ton of promise. The production just needs a bit more polish to really let your music shine as much as it deserves. I'm glad you shared your work with us.


Nate Edited by nsmadsen

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Something Wicked This Way Comes

Really nice. Percussion is real fresh and crisp. Piano is nice also

Also don't worry about your music being overly-realistic..nothing wrong with creativity and imagination

Overall, really nice creative work and your music is perfect for games

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