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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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Another beginner confused

7 posts in this topic

Hey! I just got on the forums today as it was recommended from another site. But I have a question.

Ok so I want to start making games, the problem is, I have had no education in programming except 2 Minecraft mods. The other problem is that I want to program but don't know where to start(minus html, I know that). Please help.


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First, enjoy where ever you are in game development, even as a beginner, take great satisfaction in the learning process because your success depends on it.  Read my signature below here and you will see that you need to take my advise to heart.


In my opinion, beginners with any kind of desire to eventually have strong art assets in a game should start with a decent game engine.  Here is a partial list of them:



Settle on only one language and one game engine to develop 3-5 single person 2D games.  After about 1-2 years, then go multi-player and maybe even 3D games.


There are a few very hard working and talented game developers who are successful as solo indy developers, but the majority of success testimonials come from people in teams.   Such organizations almost require some sort of version control software and it would help you to make modular coding of good game code if you begin to use one fairly soon.  You need to study the folder, file, functionality, and other structures of successful games in order to learn to do the same.  Look under the hood!  Open the main registry of popular indy games and see how they look. It will really enlighten you. Your games and your development system should be such that you can turn ON, OFF, or SWAP modules of coding instead of digging thru spaghetti coding.  Generally, game source codes are built to plug into a game engine and are sometimes partly integrated with a game engine, but the best reusable coding is modular and not fully integrated.  Therefore learn class files, UIs, GUIs, importing art file formats, executable files, and dlls application within your game software by the time you reach about 4-8 games made by you.  Most people will be at this a good couple years to reach this point.


The larger and more complex a game source code is, then the more the demand for a team to develop it and another team to create art assets for it.  The larger the game development company then the more demand for structure such as version control and source control. 


Beginners typically write good, reusable, working code at about 10-50 lines per day. Most of the rest is abandoned for various reasons, including unusable or undebuggable. This highlights the need for reasonable game software architecture planning (simple for the first few years) and setting reasonable goals expressed in the game concept that is outlined in easy to read documentation.  Follow your plan to the best of your ability and always complete projects unless the coding becomes obviously unworkable or unsustainable.  You must get satisfaction to be in this hard line of work! wink.png


These things are critically important if you want to be a long term professional success in the industry.  If this is just a hobby, then it only matters that you really enjoy it. smile.png




Thanks for the advice. I will surely get to that.


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For an overall understanding of programming, you can try my tutorial:




If you have an iPad, you can program right from it using the Pythonista and Codea apps. I think they are $10 each. But they are worth it if you want to practice (I just posted a topic trying to find good software for beginners learning to program on a laptop or desktop). 


To actually apply what you are learning, you will need a game engine. A lot of people suggest GameMaker, but you end up having to pay to publish. 


If you want to get started making 2D games really quickly with no programming experience, and you have an iPad, I would highly recommend GamePress by UntitleD.


Personally I am using a free and open sourced game engine called Maratis3D. It was the easiest engine for me to get started programming in with limited knowledge. Of course, you would need to know how to use the free 3D modeling program called Blender3D.


If you are making 2D games, you will need to know how to do 2D artwork and animation or hire someone. 


If you are making 3D games, you will need to know how to do 3D artwork and animation, or hire someone. 


If you have any other questions, you can message me. 

Edited by Tutorial Doctor

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Read me.


Then eat a cookie.


Then get to work.  Try, try and try again.  You cant get experience any other way.


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