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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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EZM

Snippets feedback?

4 posts in this topic

Hey, I really dont know what im doing but I just wanted to compose music for a video game just to kind of knock it off my bucket list. Here's some things ive done. 

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Of the two, M is more mature and better produced. Adventure feels more like it rambles on musically. Both snippets are really short so it makes me wonder how effective/pleasing they'll be in a game situation. I also feel both could be elaborated on and the production pushed up several knotches. Were these composed just for fun or for a specific video game project? If it's for an actual project, tell us more about it so we, as a forum, can give you more accurate feedback.

 

Thanks!

 

Nate

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I think they are very good for something you did with little to no prior experience and just to do it.  I would agree that they would need a bit more work before they would be project ready but it seems that you have good compositional (I don't think that's a read word but you get the idea) techniques going (at least to my non composer ear they sound like you knew what you where doing).

 

Is audio composition something that you would like to get in to more in depth?  Would you like me to get you in touch with some of my composer contacts who do work in the field for their feedback / advice?  Also, if the answer to both is yes I would suggest doing some free tracks for some indie projects to get some more experience in real world application.  Yes I said free, I don't mean to be the bad guy but without a nice portfolio and demo's of your music in other projects it's not too likely someone will be willing to fork over cash to you.  Doing some free tracks may be a "waste" of some time but in the long run it adds to your experience and portfolio, and if the game makes it to the shelves well hey you where even part of a real project!  That makes you worth substantially more than a decent composer who has not been involved in a real project.  Many experienced project leaders know that just because you have a nice portfolio doesn't necessarily mean that you can work within the conditions / requests that they may ask.

 

Sorry that got a bit off topic.  If you had been doing this for years and this was the best you had I would not be impressed.  Considering that you mention this is just something you did for fun and that you have little to no prior experience I am fairly impressed.  If nothing else it sounds as if you have the musicians ear so to speak.  Not many people can create artistic creations such as graphics or audio without it being at the least an innate talent existent somewhere within ones being. 

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Ah, cool. Well some of the musical ideas are not that bad, especially in M but you need to spend some time doing A/B comparisons from this track and other "pro" tracks that you admire and want to emulate. Listen to how the track is produced - what's loud vs. what's soft. What's on the left, center or right in the mix? Is it all static or does it change? Etc. There are terms and ways to do all of this academically but I've found just listening intently for a while is the best place to start then build up from there.

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