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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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'uhhhuh' I'm listening

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The setting is a lush green meadow surrounded by a forest with a single pond at its heart. The pond has branches and lily pads, and various vegetation with some other life that feeds from it.

In the pond a very small frog, his is named Spud, he sleeps in a cage of dry grass. The dry grass is its bed and comfort, and we know he'll be there a long time. A lizard is always nearby to put him back in the cage.

Each morning when the frog is hungry the lizard, let's call her Liz, brings him a fly and then she leaves. Inside the cage the frog can relax and eat what is provided by nature for a very long time, although this is far too simple.

After midday the lizard returns and sits directly in sight of Spud on a floating branch. Spud looks at Liz with one eye, this is something to be accustom to. When the lizard looks up, seeing one shiny eye makes her happy, and she opens up the cage of dry grass with a deft claw poke.

The frog hops out and explores the mysterious pond like it is entirely unknown each day.

Sometimes he knocks over a lily pad while surfacing and Liz appears out of nowhere just to barely touch his nose. Occasionally he gets his tongue stuck to a reed, and Liz gives him a gentle nudge away from it so he is unstuck. Everything that is done in this pond comes as a complete mystery, but there is some unknown reason behind it all.

More confusing than ever to Spud, is whenever he hops on a floating branch in the water like Liz, Spud is immediately picked up and carried back to his cage. The cage is closed and without explanation, for how could there be one? This is so disorienting he doesn't struggle and sometimes loses the rest of the day.

Spud waits for Liz to come back so he may look at her again, for it is his one true joy to be in the company of the lizard who takes care of him, and he will care for her.


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what did I just read? smile.png nice writing !

Thanks. This introduction is a parody based on no longer than three minutes of a game,  from the frog's 3rd person point of view. This is intended to recreate the impression a player will arrive at within a few seconds, before they understand the rules or if there is any goal.


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