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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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4 posts in this topic

Suppose i have a really cool, 37 issue long atricle that I want to be published online at gamedev. Is it possible for the GDStaff to make a column in the Programming section for it??

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The apatiraEngineTECH Column TOC:

Issue 01- Introduction
Issue 02- apatiraWater
Issue 03- apatiraLights I
Issue 04- apatiraProcedureTextures
Issue 05- apatiraLandscape
Issue 06- apatiraLights II
Issue 07- apatiraShadows
Issue 08- apatiraParticles
Issue 09- apatiraBuffer
Issue 10- apatiraBones
Issue 11- apatiraAnimations
Issue 12- [Guest Writer?]
Issue 13- apatira3DData
Issue 14- apatiraLensflares
Issue 15- apatiraBlur
Issue 16- apatiraFire
Issue 17- apatiraBlobs
Issue 18- apatiraDust
Issue 19- apatiraBubblesSmoke
Issue 20- apatiraFPJ
Issue 21- apatiraLightMapping
Issue 22- apatiraVolcanoes
Issue 23- [Guest Writer?]
Issue 24- apatiraRCE
Issue 25- apatiraSoftwareRasterization I
Issue 26- apatiraSoftwareRasterization II
Issue 27- apatiraSoftwareRasterization III
Issue 28- apatiraSoftwareRasterization IV
Issue 29- apatiraSoftwareRasterization V
Issue 30- apatiraSoftwareRasterization VI
Issue 31- apatiraSoftwareRasterization VII
Issue 32- apatiraSoftwareRasterization VIII
Issue 33- apatiraSoftwareRasterization IX
Issue 34- apatiraSoftwareRasterization X
Issue 35- Starfields [Guest Writer (Taken)]
Issue 36- Conclusion and ApatiraEngine Demo
Bonus Issue- Creating Realistic Terrains via Procedural Textures

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Sure, we can make room for your column. We don''t turn authors down to be honest, just about anybody can contribute their article to the community. Send an email to writers@gamedev.net with details of the series. Thanks.

Sounds like a great progression for the series by the way.

Michael Tanczos

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