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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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hpdvs2

I'm releasing my game design book for free...

4 posts in this topic

As part of my obsession, I check book sites everyday to see what's new, so what I see most is well book covers :) I'll start soon so not even read one page but first impression is book cover says "I am of 90s, early 00s at best". So cover would appreciate a change.

 

Also lacks a "to/for my cat Mortimer and dearest bunny Fluffy" section :)

 

Thought there was no link to pages at TOC section as no underline but there is. I read on and off around page 50s and seems good until now. For more I'll need time :)

 

Congrats for effort btw.

 

PS : Just a typo - Mininim (Viable Product)

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first impression is book cover says "I am of 90s, early 00s at best". So cover would appreciate a change.

 

Agreed.  I have someone already considering some fresh art to the cover.  I agree it needs work.

 


Also lacks a "to/for my cat Mortimer and dearest bunny Fluffy" section

 - I never really thought of that as needed in books.  But it makes sense, and could help me call out some specific respects.  Thanks.

 

I've posted this feed back on the contact page for the book, so I'll remember it.   Thanks!

 


Thought there was no link to pages at TOC section as no underline but there is

 - Good point.  This was originally made for printed materials, so the link format didn't make sense, but it does operate as one, so I'll look into that.  

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At the first glance it seems this is written from your own experience and perspective rather than as an overall game design guide. While it gives a basic outline of things it seems to focus heavily on programming and largely exclude the actual design part of game development. How to write a good story, how to make appealing graphic content, how to understand and use music, how to have interesting gameplay and intuitive controlling schemes? Etc.

That's an eye opener for me.  It didn't even occur to me how much I skipped in that process.  I spoke about the design, only at a high level, and didn't actually get into them making decisions, discussing levels, physics or AI.  That will definitely be in better focus during the rewrite.  Thank you.  

 


For getting a good grasp on game structure and game development process I feel it could seriously use more graphs, diagrams, concept maps or other forms of data that is quick and easy to overview and process. But I understand all of that takes time which you might not feel comfortable spending now that you're publishing it for free.

This is a good point as well.  I am planning on putting serious work into a rewrite, I think I'm going to change the comics to a team and see about changing their format to be myself giving direct instruction, but then a far better/more focused comic structure where we see them interacting and making decisions in the real product.  I was treating myself as a character at times. - This would allow you to easily separate the instructional from the reasons why for the team.

 


1) Add some art and graphics to break up blank text pages. You're publishing digital media, ink and color do not cost you. Many digital books even have white-on-black basis to help with on-screen reading and it also presents art nicely. You can also consider finding a novice graphic designer to help you improve on the visuals. It's not all just aesthetics but good visualization helps you make your points.

I have a strong interest in getting far better art involved in this.  I'm not afraid to say that I am a terrible artist.  This art was originally supposed to be place holders.  Now, my intention, based on this and other comments, to alter the comic characters to an isolated comic, where they begin to face issues, the instruction will then show what they know/have learned, and then the end of the chapter will show them resolving choices with this new knowledge.  For this, I'm going to need a real comic artist.  During the instruction, I'll add charts and diagrams where applicable.

 


Also the intended topic hierarchy is currently a bit hard to read both in table of contents and the written part. So while you might adjust your hierarchy, you could use visualizing that better as well. You could indent the chapters and topics more, use different font formatting (some color shades perhaps) in different level titles and text.

When I get someone to start looking into the UI of the book, I'll have them consider this as well.  I'm using default Word 2013 headings.  I agree that could use some improvement.

 


3) Check spelling and grammar but mostly try to improve on sentence structure and variance. Also check your big scale chapter structure is logical.

If you don't want to polish on this yourself you could search for an editor for your book that might be able to point you better direction in many aspects. For the right demographic it could be a book that practically reads itself but at this phase it looks like something you wrote chapter at a time on a subject on your mind and just assembled it all together.

 - Getting an editor.  Definitely getting an editor.

 

Thank you so much for your insight.  These have been some excellent clarifications, and given me some good targets to start considering.

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