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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.

GambitSunob

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About GambitSunob

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  1. A little bit better implementation of the PBR renderer on the @OPifexEngine https://t.co/0tA5pEtIuw
  2. After spending 3 days straight ripping apart the @OPifexEngine renderer, this is the most exciting triangle ever. https://t.co/agFkEAt4g6
  3. RT @GamedevGR: Have some #gamedev to work on? Come hang out with us tonight and do it: https://t.co/NC5nDo9UEy
  4. A program to help explain Gimbal Lock for my upcoming #gamedev talk: https://t.co/t6BB4juxdB
  5. I had the same dilemma for a level editor for my game engine ( http://opengine.io )   What I ended up doing was using the Three.js editor: http://threejs.org/editor/ It's convenient in that it's already put together with the translate/scale/rotate gizmo, groups, model loading etc. Also since it's in javascript it's fairly easy to export a json representation of the whole scene. Or using javascript you can write out a binary file and create your own scene format.   I took it a step further and used the source code for the Three.js editor and wrapped it inside an Electron app, which gives me access to the file system.   Screenshot of my editor using threejs: https://pbs.twimg.com/media/Cm3xQC2VMAASaOM.jpg:large   The downside to this approach is it uses a different rendering engine than my own, but it works as a stop gap until my engine is ready for it's own scene editor ( aka I have time to make it ). However, since it's all WebGL wrapped in Chrome, it's cross-platform.
  6. We've actually decided to try selling it, though the model we're using may change with all of the engines going (in some way or another) free.   You can check it out here: http://opengine.io/   I like your image packer. We're using a modified version of Stitches.js : http://tools.teamopifex.com/opspritesheet
  7. The website: http://opengine.io Languages: C(++) / OpenGL Mantra: Fast. Simple. Cross-Platform.     This engine originally started out as an in-house only engine for OPifex Entertainment. As it began getting more and more robust there was some interest in using it from other parties. After a lot of thinking ( http://teamopifex.com/open-source-licensing-or-in-house/ ) we decided to sell licenses for the engine.   It's a very programmer oriented engine and it's still in its infancy but it's a long term project that we'll be continuing with while we work on our own games. This is where we're inviting you to join us. The engine is available to use through a Github project once you buy a license for $20 but that's all you ever pay to use it. No royalties, no yearly fees, no taking 5% this and 10% that, it's yours. Fork it, break it, tweak it, it becomes your engine as much as it is ours.   If you have any feedback, let us know, we want to hear from you. For example: Why host it on Github? Why sell it and not open source it? Why the C mentality? What about an educational license?   Thank you for taking a look!  
  8. Inspired by the last @handmade_hero video, I just finished getting the whole live code loop into the @TeamOPifex OPengine, so cool.
  9. Re-recorded the @GRDevNight talk with @mrpossoms and I on "Building a Game Engine from Scratch!" #gamedev https://t.co/sXFjw9CiWb
  10. RT @GRDevNight: Only a few tickets left to see @jon419, @gambitsunob, @mrpossoms, @S2Games, & Brian Kowalczk at the next DevNight! http://t…
  11. RT @GRDevNight: Listen to @gambitsunob & @mrpossoms talk cross-platform game development at the next http://t.co/ztsCsNHo8u. Tickets are on…
  12. The backend for purchasing the OPifex engine is in place. Looking to have it ready to go within a month.
  13. RT @mattjavanshir: New post on my blog: Smash Bros. Love – Retrospect http://t.co/FaBhx69p0G
  14. RT @scaturr: Introducing Peridot: http://t.co/QzqzvOEF9e - a super extensible and enjoyable way to test in PHP. Custom DSLs, event driven, …
  15. Personally I'm looking forward to the harsh judging. The more constructive criticism the better, it helps us learn.   Like everyone else, very grateful for all of the work the judges have put into our entries.   Looking forward to the results.