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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 Antonios

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  1. What are the most common tools, tools engineers are being asked to develop?
  2. Is it better to have experience using an engine e.g. Unreal?
  3. Are there any specific requirements for the job description of gameplay programmer? Any defacto knowledge that is considered to be standard?
  4. In various games who is responsible from the dev team for making the weapons fire, magic spells execute, bullets firing from guns etc?
  5. Thank you for the reply. I have Winforms and C# experience and been using WPF for the last 2 years. I am more of a developer but have used Max and Maya not as an artist but general user. Thank you for giving me the inside information since it is always the best :-)
  6. Various job postings for Tools Developer require different skills. Some require C#/NET and WPF while other have as nice to have Max, Maya dev skills. I would like to ask based on your experience, what are the most really needed skills that in the end any gaming studio will require when hiring.     
  7. Thank you for the replies :-) No no no not something that complicated. You were right I should have been more thorough in my question. I am already using an API which has everything I need. I just want to expose some classes in a visual way. For example if I have a class which gives the addition of two numbers (I would make a class for this :-)) I would like to visually represent that as a block with two inputs and one output. Since this code is already there how difficult would it be to make the node based system?
  8. No not node.js. Have a look [url="http://en.wikipedia.org/wiki/Visual_programming_language"]here[/url]. I am more interested from the engineering and architecture of a node based system.
  9. I am looking into node based programming and I would like to inquire whether you could suggest a book or link with information. If you could suggest a framework already available even better. Thank you.
  10. Usually when employers list a Flash developer/programmer (not designer) position dealing with flash based video games they do not clarify between Flex or Flash Pro. Based on your experience employers looking for flash devs prefer knowledge of Flash Pro or Flex? Although I realize you might reply both seldom have I seen it stated clear in various job posts. Thank you.
  11. I tried the Books link of gamedev but didn't find anything on programming a UI. Are there any books or links you can share? Thank you.
  12. I have extensive experience with Flex so I was thinking whether AIR could stand up on its own when it comes to tools dev. I realize that Visual C++/C# are the norm but would it be possible for simple tools, not full blown editors, to use AIR instead e.g. model viewer with import/export functionality. What is your opinion? Have you ever built a game related tool with AIR? Thank you.
  13. Thank you all for all the help. I will try both and decide which fits my needs.
  14. I want to build a simple tool based on MOGRE (http://www.ogre3d.org/wiki/index.php/MOGRE) the C# wrapper of OGRE3D.
  15. I am using C# for some time now but I never used one of the GUI dev tool e.g. Visual Studio Winforms. I've programmed mainly console apps and also used it as a scripting lang embedded in other tools. Moreover, I have extensive experience using Flex. This will probably mean that WPF is better since from all the tutorials I have seen thus far resembles Flex syntax. However, I am also interested whether the industry is making a "switch" towards WPF as well for tools dev.