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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 Lance

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  1. Well get used to these issues. Intel has 8 core CPUs on the road map for 2007. Quad cores end of this year. http://www.tomshardware.com/2005/12/04/top_secret_intel_processor_plans_uncovered/
  2. Lets put it this way. I am an expert in C++. I have good working knowledge of relational databases, sql, and security issues. I am becoming quite fluent in .NET and ASP.NET. I understand scene graphs, OOP, etc, like they are the back of my hand. In essence, I have four years CS at a top five school, a Masters in CS, seven years pure C++ and MFC development, I have taught C++ as a grad student, plus I run a team of programmers at my current job doing .NET. I would not even BOTHER with an mmorpg, especially all by myself. The issues are non-trivial for even an experienced programmer. These issues range from database efficiency, transaction and schema design, and security to handling basic network issues like accounting for latency with dead reckoning. How are business rules processed? On the server? On the client? If on the client, how do you prevent hacking? If on the server, how can you justify ignoring a potentially large distributed computer by doing things on the server? Then you have the little thing of writing a 3D client, complete with scene manager, AI, database access, etc. connected to a backend server application using UDP/TCP. Do you even know how sockets work? Will you be using unit tests and an N-Tiered architecture? Do you even know what that is? What about language? C++ is not a trivial language. Its syntax is esoteric and the grammar is terribly complex compared to C. Saying that, if used correctly C++ can be very elegant, but getting over that hump is not easy for beginners. I have interviewed at least fifty C++ programmers in the past five years and I can honestly say only 10% at most could answer simple questions about C++ templates! However, .NET is 100x better as a language. Without paying attention to properly using IDisposable and understanding how GC really works you will just end up having a slow application and whining about how .NET sucks. It doesn't. But I digress. Did you understand everything I just said? Do you scoff at some of my assertions because you disagree with them from a technical perspective? If what I say is not explicitly understandable at a technical level this is a very good indication that you have a long way to go before a MMORPG is possible. With all that said, good luck! I started off with huge dreams a decade ago and started by doing a simple warcraft tile based demo where you could select animated guys and move them around the map. It was good enough to land me a job in video games. Then I realized I could make more money in the real world, and I just program games for fun at night. It is a great hobby!