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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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GriMw0lf

Getting into game development (Books, courses, etc)

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So I was wondering what books you guys could recommend for game design, 3D modeling, etc.So far everything i've learned in programming and modeling i've learned on my own, and with youtube, so I'd like to start from the basics again. Also, are there any online courses I can take? 3ds max or maya is fine. I'd actually like to get 2 books, one for each.  Thanks.

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For 3D modelling I strongly recommend CGTalk, and once you are confident then take part in the "Hardcore modelling challenges" for excellent experience. However, if you are doing games then don't neglect your low-polygon skills - sculpting is cool, but they need to be built from an efficient low-poly base model to be used in games.  I personally use Silo and Blender, but either 3dsMax or Maya is a fantastic choice career-wise. Just remember its your knowledge of the 3D modelling process that is important, and not so much the tool you use...that only becomes an issue when fitting in with a group.  For example, I preferred Maya over Max, but was willing to learn it to help out some friends...

 

For a good, beginner friendly, guide to building a game character then I recommend "Game Character Development" by Antony Ward. He takes you through the creation of a Forest Troll to be used in a game, and although it uses certain packages it is written in a way that does not require them - so you can use whatever packages you like so long as they support the basic features.

 

Game design. Hmmm. I recommend looking to anything on Software Development and Interaction Design. Not only does your code need to be written according to a plan and be reliable, your programs also need to consider your target users.

 

Not sure what to recommend on Software development because it was covered in my degree(Open University) so they provided their own books. For Interaction Design...go with "Interaction Design - Beyond Human-Computer Interaction" by Preece, Rodgers & Sharp. The subject itself is a bit abstract and at first you will think "what a load of psychological bollocks!" but its good food for thought and explains, for example, why products like the under-powered Wii could still compete with technologically advanced consoles such as the 360 and PS3.

 

Anyway, I hope that helps and best of luck! ^_^

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A book I highly recommend is the Indie Game Development Survival Guide by David Michael. It's more aimed at planning, management, recruiting and funding than technical stuff, but it definitely belongs on any game developer's bookshelf.

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I recently purchased 3 books from BarnesandNoble,com  " Beginning Game Art in 3DS Max 8" , "Game Charactor Animation ALL IN ONE" & "3D Game Programming All In One"

 

Each book takes a slightly different approach.  Game Charactor came with  a disk which included trial versions of Amaya 7, Motion Builder and 3DS Max 8

 

Game programming all in one included MilkShape3D and a Trial version of the Torgue 3D Game Engine.  I found that for me utilizing all 3 books has set me on a better understanding of the 3D world.

 

  I purchased these because 2D limited me on a game I have been wanting 2 recreate from a long time ago, and These books have set me on a better course on doing that game.

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