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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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About ManuelMarino

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  1. non war focused would be really interesting. Since you can play at your own pace, and also a stock market would be cool.
  2. In the past I had a passion for miniatures painting, mainly lead miniatures. But honestly, also wood is fascinating
  3. ok... after all this huge discussion... how many posts!!! are we talking about something serious? or everyone is writing a piece of a scifi novel?
  4. Hey Francesco! great to meet you... Italian?
  5. well, while the answers you received seem harsh (cruel?? hehe) ok, well, it's the truth. Also, it's very hard to setup your dev team if you are not rich and you don't have a good initial budget. Kickstarter is a good idea, but anyway you must have something interesting to attract people. Words alone will not work.
  6. I respect your decision to include part of your life into the game, and yes role play is made by the developer as well during programming, and in this case is life play. But, well, in my case, I like to role play a hero, but... a suicide hero? not sure. but let's see how you will develop more the game, it could lead to interesting aspects of the issue.
  7. The problem of good and evil is an old story... I remember Ultima series and the famous "cards" chosen at the gypsy... I think that some questions at the beginning of the game plus some random elements are the best way to begin the game with some chosen path. If you have a bastard soul, it's difficult you'll change during the game, except if you want to trick and anyway it would not be a role play anymore.
  8. I think there are topics that can be accessible to anyone, as example minor characters, can be used by anyone. While leading characters are in the hands of the lead writer only. small tasks can be easily assigned and the results included in the main plot with no problems. Anyway, the big work should be of one's mind only. This is how works for cooperative writing.
  9. becoming a writer for videogames is very difficult, since there are so many and also so many skills are required. Starting publishing small stories, and also a novel... well, yes, it's easier!!! there are many publishers that can help you and also this helps your portfolio and resume.
  10. Xion, I presume you are starter and anyway you have 3 games to work on... well, impressive.. congrats! thumbs up!
  11. unfortunately, whatever you do, you'll find always people criticizing you. in theory, 50% will love you, and 50% will hate you. Then the percentage changes depending many factors, the actual trends in entertainment business, the advertising, etc etc the cool thing is that also if you make something mediocre, you'll always find fans... it's statistical. how many stupid games became famous games??? so the best reviewer is yourself and your conscience. If you feel ok with your work, go ahead. Maybe change something of the plot to be 99% sure anything will go right. If you fear something is wrong, just change the plot and relax. but always follow your intuition, never the others one.
  12. impressive concepts!!! ok, so the writers massacre works lol good works anyway and triple thumbs up!
  13. it's a very cool story idea, and yes, it's unique for a videogame, anyway. Could be interesting to create this alternate version: the monster comes from the future, multiple parallel worlds, time riddles and so on.
  14. the replies are all good, just my two cents: if you'll be able to create the planets and make them explorable, I want to test your game exploration means that there are important sites to be discovered in the planet, and of course also wilderness, fights, local fauna and dungeons.
  15. resource scarcity is the more obvious, realistic and also fun. This can lead to interesting trading aspects between the players (I give food, you give ammo), also alliances and fights. I remember a game of the past where scarcity was very important, but don't remember the name, anyway, a post apocalyptic game.