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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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gfocas

unrelated programming skills

4 posts in this topic

Hi there,

I'm a C# programmer and I want to be a game programmer. But I have some doubts about it.

1.how important is to know about concept art, character design, and all these others fields in game development?
2. I'm completely lost in what language i have to learn first...



Thanks!
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[b]1)[/b] If you are a programmer, you don't need to know how to mark art. That's the artist's job. You should know how to make poor quality temporary placeholder art, though. It is important to be able to convey the general idea of what you are looking for - but then to leave the creative work to the artist or musician or whatever without being too micro-managing.

[b]2)[/b] You start with the language you know: in this case, C#. It really really does not matter what language you begin with, as long as you stick with it for several good years - plan to stick with it for 3-5 years to really understand programming at a deep level. Edited by Servant of the Lord
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All other fields in Game Development includes also the non-game aspects such as, but certainly not limited to, management and scheduling!

The greatest pitfall of all indie-teams is the lack of good "management". Knowing how to manage teams virtually might give you another advantage :)
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You could start looking for a job as a Tool Programmer in the video game industry. That could be a really good start.
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If your a C# developer carry on using C#. If your only concerned about windows the SharpDX is the tool of choice (directX for .net). Monogame is also excellent for cross platform but is a little higher level (somewhat like XNA just more upto date). OpenTK is another cross platform choice (OpenGL for .net/mono). As for art. That depends on if your going solo or part of a team. If your part of a team then it is easy enough to mock up artwork that will do temporarily until the actual artists have done their thing, even if a car ends up being a simple cube and your lovely brick wall is just a smooth orange surface. If your going solo then yeah, your going to need some good quality assets in order to get a half decent game.
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