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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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Alpha_ProgDes

So the WiiU is out! Can we talk about it now?

3 posts in this topic

Now I remember a few people saying they couldn't talk about the WiiU because they were under NDA. But now they should be able to because the console is out now.

So,[list=1]
[*]is the WiiU as powerful, less powerful, or more powerful than the 360 or PS3?
[*]are there any challenges in porting a game from the 360/PS3 to the WiiU?
[*]is the WiiU just the Wii + a power up or are there significant changes to the WiiU?
[*]is anybody planning to support the tablet in their games?
[*]how important is the tablet in the game dev process?
[*]is there anything about the WiiU you would change from a software or hardware perspective?
[/list]
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While I've never been under any NDA (probably due to the fact that I don't have any actual inside information on the Wii U... or anything, really), I've been doing my darndest to keep up with the news on the thing.

I feel [url="http://www.digitallydownloaded.net/2012/12/breaking-wii-u-down-what-each-bit-means.html"]this article[/url] puts some perspective on your first few questions.

As for the fourth, I may not have any plans, but I sure do have dreams.
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[quote name='Alpha_ProgDes' timestamp='1355800476' post='5011899']But now they should be able to [break NDA] because the console is out now.[/quote]The 360/PS3 have been out for years, but their NDAs are still in effect... I'm careful when discussing their hardware to only mention details that are already present on wikipedia.

The WiiU fits in a similar performance bracket to the other consoles, except it can push more pixels and has more RAM, but might have to move as much CPU-work over to its GPU as possible in order to cope with its relatively slow CPU[code] CPU GPU RAM(size) RAM(speed)
#1 PS3 WiiU WiiU 360/PS3*
#2 360 360 360/PS3* PS3/360
#3 WiiU PS3 PS3/360 WiiU
...
#4 Wii Wii Wii Wii :([/code][i]*hard to pick winners in 360/PS3's RAM. PS3 has the annoyance of being physically split, but in some situations this can actually be a good thing. Overall, they're close enough.[/i]

Expect the PS4/"Xbox720" to leave it in the dust, performance wise. Edited by Hodgman
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CPU looks archaic, multi core version of Wii's CPU, which is already pretty old by itself and its based on technology that was already old when the Wii was launched.

The GPU on the other hand looks pretty nice. Im guessing they want simple and good looking casual games?
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