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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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wodinoneeye

Any information about new consoles (high end) - just out or pending ?

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Ive been investigating pushing the envelope on computer games (well beyond current crop of games)  and since consoles play a large part in todays game market, I am seeking info about what kind of performance we can expect in the future from new consoles.

 

Some of the features Im looking at call for more than just high Graphics capabilities, but consoles that will be able to match the high end PCs technology (as PCs continue to move forward also - and what level the console makers will set as their target).

 

Now this deals with several years off so that new consoles would have a chance to enter into common use by that time (will even that be a problem if current consoles are 'sufficient' and there will have to be many new games first developed for large numbers of players to bother to buy higher performance replacement consoles...).

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Nintendo WiiU is fully out, and all the information is available for it.

 

Sony is releasing information about the next Playstation on the 20th of this month. They probably will focus more on console features, launch games, and the console/controller appearance, and gradually release the technical details in the month following that. Or, if it's super impressive, they will just release it all in one blow as a surprise.

 

The next XBox won't have any information released until E3 probably (which is June), but Microsoft may bump up their revelations sooner because of Sony's earlier-than-expected announcements.

 

It probably won't be until the end of 2013 that you will get the exact details you want, when the PS4 is already released and the XBox Next is already released or about to be.

Edited by Servant of the Lord
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OK thanks.  I will keep an eye out for those coming details. 

 

I dont doubt that they try to keep the specs under wraps  to hold off apple-orange comparisons.

 

Looked at the WiiU specs  and saw the extra EDRAM (good) but only 2GB RAM(so-so) , but then the GPU is usually the ruling factor for so many games anyway (little details there).

 

 

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1GB of the WiiU ram is for the console system only. 1GB is for the game.

 

However, 1GB RAM on a console is a huge amount. On a PC, you're running all these background processes, running the OS, and running multiple programs. PC users brag about 8GB RAM, but they don't leverage that unless they are editing content in raw formats (.wav, or high resolution multi-layered photoshop images, or doing video editing, etc...). That never happens on a console.

 

The Xbox 360 has 512mb (shared between the CPU and GPU, which is beneficial), and the PS3 has 256mb RAM for the CPU and 256mb RAM for the GPU.

Supposedly, the XBox 360 takes 32mb for the OS and the PS3 takes 64mb for the OS - but I don't know if that's true.

 

Though I've never worked on a console game, 1GB of RAM on the WiiU sounds like it's plenty enough. Unlike with PCs, you know exactly how much RAM you have for every user, so you can leverage it alot better and optimize alot more. A more curious question is why the WiiU's system needs a full 1 GB for itself. huh.png

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CPU in Wii U looks archaic though, 3 cores of a revamped GameCube CPU.

 

It is weird that half of the memory is dedicated to the OS. If the architectures of both Wii and Wii U are so similar, and the previous OS worked on a very limited amount of memory, why the sudden jump? They added a massive new infrastructure?

 

Maybe they just gave themselves a lot of headroom for new features...

Edited by TheChubu
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We won't have anything approaching hard numbers until the details of the GPUs are revealed, and until we have benchmarks for AMD's next-gen low-power CPU, Jaguar, which powers both the PS4 and Xbox Next if rumors are to be believed. Both consoles are rumored to sport 2 4-core modules, and AMD will release quad-core modules for use in PCs, so CPU performance will be roughly double that. Reported clock speeds are 1.6 Ghz, but it remains to be seen whether CPU cores will be allowed to "turbo" like the PC versions are, that should enable up to 50% more performance, but perhaps on only 2 of the 8 cores to achieve highest turbo. With 128bit SIMD, aggregate floating point performance should be a little over 100Gflops (figure around 20% more over short bursts if turbo is enabled), so its comparable to a fast, high-end CPU (like an i7), but because its spread across 8 CPUs you'll have to work harder to extract that performance.

 

GPU-wise, the rumors are that they will be similar in capability and performance to Radeon 7770 or 7830, but, of course there's minimal interference between game and hardware in a console, not to mention any special additions they've made, so its once again hard to say until we know more. And also consoles can get away with less need for MSAA, et all, and don't have to deal with resolutions higher than 1080p, so while they may have fewer shader units than a high-end graphics card, they get to spread them across fewer pixels in general.

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