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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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Excitement

Learn Gamedev from scratch or with a engine?

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Hi, I'm not sure if this is the right place to post the question so move it at will. About me is I have a moderate grasp of programming, been doing it for a year making some non-game projects. I have recently made a small puzzle game with AS3 and Flashpunk and it was super simple. But I was wondering if as a beginner. Should I still learn how to make games without engines first or with engines? Would making lots of games with Flashpunk and the like make me ready for the from-scratch games I might have to make?

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Take incremental steps. Start developing around a known game engine first. Once comfortable with it, then move onto developing from scratch.

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Thanks, I'm thinking I'm gonna go that way. Just seems like I can make the ideas in my head get on the screen faster.

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Well, I for one don't care to mess around with making my own engine. If a pre-built engine does what you need for the game you want to make at a given time, then use it. The main reason to make your own engine is if you can't find an engine that does want you want, at the price you want, or for education purposes. I for one prefer to make a game instead. On the other hand, several years ago I was indeed doing my own thing with vanilla OpenGL and some DirectX APIs(for sound and input) but I never got very far with it besides some very simple prototypes.
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