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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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Smart Viewpoint Computation C++ Library (free, open source)

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SmartViewpointComputationLib is a C++ library to compute the best viewpoint in a 3D scene that satisfies a set of visual properties, such as size, visibility or angle of selected objects in the scene. For example, suppose you have a building floor scene like this one:





and you would like a viewpoint that shows one of the computers in the rooms, say the one in the bottom left room. Let's suppose that "monitor", "keyboard", and "mouse" are the scene entities' names of that computer parts. You then create a set of properties like:
monitor: should be entirely visible from the viewpoint
monitor: should be not occluded by other objects
monitor: should be rendered at a certain minimum size 
and similarly for the other keyboard and mouse. You then ask the the library to compute a viewpoint satisfying those properties, and it will return something like this:





The available properties include objects's size, angle, occlusion, and position in the image rendered from the viewpoint (also relative position of two objects, e.g. one at the right of another). 



The library does not make any assumption on the scene and objects, and only require access to the scene objects' meshes and world transformations. It can return a result within a time of your choice (e.g., a few tens of milliseconds). More time will generally increase the quality of results, especially in large and complex scenes.
The library is released under the LGPL license. We also provide, as public domain code, bindings for the Ogre open-source rendering engine. Connecting it to other rendering engines, however, requires to modify just one public-domain file (which for Ogre consists of 500 lines of code).
The library is available at http://bitbucket.org/rranon/smart-viewpoint-computation-lib and, besides source code, there are two binary demos for Win and Mac demonstrating some of the library capabilities.




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