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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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sunandshadow

Blueprint Your Bestseller - anyone read this?

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It's kind of rare anymore that I find a new how-to-write book that looks interesting, but Blueprint Your Bestseller by Stuart Horwitz caught my interest.  The basic concept is that anyone who has at least half a novel manuscript or long script can analyze what they've already written to identify important thematic strands and project what needs to be in the rest of the manuscript, as well as identifying what's most important and might need added to vs. what's least important and might get trimmed away.  He doesn't mention the possibility, but it was immediately obvious to me that even if one doesn't have half a manuscript this analytical exercise can be done on the body of one's previous works to identify thematic strands that recur throughout your work and are thus likely to pop up in a new thing you want to write.

 

The only thing about the book that disappointed me was that it didn't have a section about how to brainstorm missing scenes, even though it mentioned brainstorming missing scenes as a standard final step of the exercise.  I figured out why after I listed to an interview the author had done online - he described his approach to the actual writing as Buddhist and meditative, a complete contrast to the analytical approach of the Blueprint book.  He must have intended the writers doing the exercise to naturally become inspired to write any missing scenes and just go do it.  Not really useful to me, but oh well, the theme analysis part was very interesting.  I ended up with a sort of "universal diagram of a sunandshadow story".  Perhaps the most interesting point was how closely related the internal conflict and external conflict were.

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