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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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razorclaw

Who are your developer heros?

30 posts in this topic

An afternoon at the pub with Rob Conery would be interesting. 

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I have no "developer hero". Idolization is not really my thing. But I often find inspiration in other people's accounts and experiences. Nobody in particular though.

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I have no "developer hero". Idolization is not really my thing. But I often find inspiration in other people's accounts and experiences. Nobody in particular though.

 

I certainly wouldn't say I idolize a developer, but I can understand having a developer hero.  For me, it is probably Roberta Williams.  Her games are pretty much what inspired me to go into the computing field.

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For me it was more of 'mentorship'. I bought a lot of Andre books (tricks DOS and tricks Windows) and communicate through the forum a lot.

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John Carmack.  I consider him my programming and mathematical mentor...even though I've never met him!  I do wish he would write a book on his collective thoughts on computing.

 

Mike Singleton.  Mike proved that even a mere 48K of memory can provide a Return of the King scale epic! Its sad he is now gone...

 

Timothy Albee and Ray Harryhausen.  Both are known as master animators, but have taught me to be self-reliant and to take an interest in all aspects of what I do. I apply their approaches to my own personal projects and by Jove it works.  Also sad Ray is gone too...

 

Lawrence Holland.  Responsible for the bloody excellent Tie Fighter.  You, Sir, Rawk hard and its been too long since you made a cool Space Combat Sim...

 

Andre lamothe.  Tricks books rule.

 

Roman Ormandy.  TrueSpace allowed me to enter the lovely world of 3D animation for a price the honest working man could afford.  Shame he didn't steer clear of Micosoft...

 

Gearbox Software.  Responsible for the bloody excellent Aliens Coloinal Mar - oh wait....sorry. Bollocks. Slip of the tongue... o_O

Edited by Anri
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