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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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Scotty Khan

"Focused" learning resources

4 posts in this topic

Hey folks. I'm looking for any recommendations people have for what I'd call more "focused" learning.

 

What I mean by that is I'm not exactly new to programming (not a lot of time spent, but I pick up on patterns and routines very quickly), and I'm looking for resources that spend more time on "why" than "how," particularly in the context of game programming. I should probably note that my language of choice is C#, too, but I feel like rationale is likely to be pretty universal.

 

Anyone have any particular favorites or honorable mentions for this kind of thing?

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The second, Game Engine Architecture, is also an intermediate book, that focus on the architecture of a game engine (duhh). It gives an overview of how parts fit together, and is a good book even if you don't plan on writing an engine. This book doesn't go too deep code-wise though, some snippets here and there, but nothing you can really go source-reading. This book has a fresh new edition, I think it came out last week.

 

+1 to this book.

 

Game Engine Architecture is a good primer into working ON or WITH an engine. Even if you only ever work inside of an existing engine, you have to know the basics of engine architecture. This book will give you that.

 

 

For the AI Book I have another one to recommend: http://www.amazon.com/Artificial-Intelligence-Games-Ian-Millington/dp/0123747317/ref=sr_1_3?ie=UTF8&qid=1407657748&sr=8-3&keywords=game+ai

 

I got the Kindle Edition of this Book, and I think it is really great for someone who is serious about learning AI. It is kinda text heavy, but with simple yet effective diagramms where needed, and enough of explanations to understand why you should do something the way it is presented. 

 

Also, it has a kind of bottom up approach, showing you the more basic stuff first before moving on to a higher level (obstacle avoidance, then general path finding, then coordination within the unit, and so on).

Edited by Gian-Reto
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Sorry, no, I have no expierience with that book.

 

But seeing the low price and the full star reviews, why don't you give it a try and then post your opinion in this forum? Maybe you could put your recommandation to the Books section dejaime mentioned then?

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