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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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the incredible smoker

No Low Level Programming is better ?, Please explain this then ?

28 posts in this topic

Version control can keep a coder on track like nothing else.

 

About 3ds Max, in my opinion no game engine (hence game) should be limited to Max. The game developer should be focusing on the model and image file formats. To work on these, any decent 3D graphics software will do, even if you have to use another only for inport/export to the end format. Game engines usually allow several alternative graphics formats in the overall workflow pipeline as options because several 3D software can all handle the same industry standard formats.

 

More research needs to be done by you, focusing on finding a game engine that best fits both your goals and abilities. You will be amazed at how much more that you can accomplish if you focus on understanding and using a prescribed workflow pipeline of a game engine instead of trying to reinvent everything.

Edited by 3Ddreamer
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Ok thanks, i looked at blender, but it looks very different, i will give it a try sooner or later this year, since it also exports .x files! hooray.

 

And no, 3DDreamer, i wont use someone elses engine, it cost very much time to invent some other persons engines wheel, i,m having trouble managing my own engine already,

i,m just blasting some spaceships in a 2D sidescroller, so i only need some/lots of spaceships to blow up.

Yes i am about oldskool gaming only.

Edited by the incredible smoker
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