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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.

killingdjef

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  1. Thanks for that -excelent- post, Aldacron! It cleared up everything for me. You should make an articale out of it. Looking at this from the bigger perspective I think Aldacron really did hit the nail on the head. It's not about language X versus language Y but its more what you're capable of doing with it. @ CaptainJester I don't entirely agree with you, this being the wrong board. The huge amount of replies and points of view give me alot of insight. Posting this on javagaming will bring me biased oppinions in favor of Java. On this board it apparantly gave me biased oppinions in favor of C++/C# but i'd rather hear false statements getting un-myth'ed by users such as Aldacron than to hear its an excelent choice and that I couldn't have picked a better language; something i'd image I would've got at javagaming.
  2. Interesting replies! Thanks! Basically I can conclude that when you start with indie game development you already have alot on your mind designing the game. Learning a complete new language with it would make it harder. Still, some people say that AAA-games are unachievable when making a game in Java and that you should use C++. I am curious what makes a AAA-game then. If you see a AAA-game as a game which had a dedicated team of 60 employees working on it for 4 years then I agree that it is not achievable. Having such a large development team would naturally mean you'd use the best of the best. But given that a smaller team of hobbyists work on a game engine and create a game, would it be possible for them to make a living out of it? There is a difference between selling millions of copies world wide of selling one thousand.. or maybe 10 thousand but with lower development costs I don't see why it is necicarilly wrong (I get this impression) if you want to make a game but can't fit the "AAA-quality game"-standard.
  3. Hi, Recently I've dived into the wonderfull world of game development on indie level and was wondering some things. Initially I'd planned on learning how to do things with Java (since I have some background in Java), but I'm not entirely convinced Java is the best choice for this. Now my question is, how does java compare to languages like C# and C++ with regards to game development and how widely is it used? Generally im trying to find out if it's wise to stick with Java when it comes to game development. A quick search in the game engine index returned jME (www.jmonkeyengine.com) as best game engine and I must say that I am impressed. With such capabilities why wouldn't people want to use Java? kind regards, Jef