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      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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Should I be using blender as my first game engine?

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I am new to game development. I was learning how to create 3d models in blender to use in an android game, but I was reading that you can use blender game engine for creating android games. 
Is it a good idea to use it since I couldnt find any reviews about it. is it actually being used by developers to create android games? 
Would you prefer using other game engines over BGE?

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Blender is great for 3d art creation, but the BGE is really best for prototyping. The performance isn't very good compared to other options, and the Android export you talk of if I'm not mistaken hasn't been updated in years.

I'd say if you want a relatively easy tool, you could learn Gamemaker Studio. It is meant for 2d games, but you can always use 3d renders as 2d sprites. I have done plenty of that.

If you want something more complex and actually 3d, you could use Unity3d. You can easily learn on the free version(which can actually be used commercially) and then purchase the Android export when you are ready.

Both of those options cost, one more than the other. But I mention them because they are likely the easiest way to get games working on Android, but they also work on windows, MacOS, and iOS, and Unity3d works on Linux too(developer preview anyways...). An alternative would be to use something like Corona or Marmalade. I'm understanding with those you have more code and less GUI to help with, which may not be what you want if you are an artist. You could also code in the "lower level" language yourself. For iOS, that's likely obj-c, and for android that would possibly be Java or C++. The catch with that last method is that it takes much more effort to make something cross-platform, hence why I recommended either Gamemaker or Unity3d.

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