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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.

khawk

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  1. AMD has announced their new Radeon GPU Profiler. From their announcement: They also posted two videos, shared here:
  2. AMD has announced their new Radeon GPU Profiler. From their announcement: They also posted two videos, shared here: View full story
  3. Have you noticed the Image of the Day box on pages across GameDev.net? We're featuring one screenshot per day out of the GameDev.net Gallery as the Image of the Day. Submit an interesting screenshot to the Gallery, work in progress, or your recently announced game and it could be featured across the site as the IOTD. Go to the gallery to submit your images at https://www.gamedev.net/gallery.
  4. Brought to you by the team behind Develop:Brighton, Develop:VR is a one day event taking place on Thursday 9 November at Olympia London. After a successful launch last year, we’re back with a focus on the new commercial opportunities that Virtual and Augmented Reality present, together with exploring the tools and techniques needed to produce top notch VR and AR content.
  5. Austin Game Conference and Intel invite indie game developers worldwide to apply to pitch their game live onstage at the 2017 Austin Game Conference. One again this year, AGC has teamed up with Intel to host this year’s Indie Game Developer Showcase on Wednesday, September 20th. Game Dev Showcase, the official AGC preshow party, is an eventful evening filled with networking, amazing game previews, hands-on demos, and more. Indie developers should apply now to be a part of the Showcase! 10 finalists will face-off against their peers by pitching their PC game on stage! If you or your team is selected as a finalist you'll be on stage at Austin Game Conference, gain valuable feedback from our luminary panel of judges, and potentially win hardware prizes from Intel! Plus all 10 finalists get time to demo their game in the Intel booth in the AGC expo hall on Sept. 21-22. The deadline for submission isSeptember 1st. Prizes will be awarded for Best Overall Game, Best Artwork, Most Innovative, and Audience Pick. All AGC attendees, speakers, sponsors and exhibitors are invited to attend the Showcase. You won't want to miss it. Doors open Sept. 20th at 6:00pm at Brazos Hall (204 E 4th St, Austin, TX 78701). Mark your schedule. The Austin Game Conference (AGC) presented by Intel, takes place September 21-22, 2017 at the Austin Convention Center. AGC provides critical insight into online games development with more than 80 speakers across 7 conference tracks: Design, Technical, Production, Virtual Reality / Augmented Reality, Audience Development, Audio and Business. John Hanke, CEO and Founder, Niantic, Inc., creator of the popular augmented reality mobile game, Pokémon GO, will deliver the show’s opening keynote. Super Early registration is now open.
  6. Austin Game Conference and Intel invite indie game developers worldwide to apply to pitch their game live onstage at the 2017 Austin Game Conference. One again this year, AGC has teamed up with Intel to host this year’s Indie Game Developer Showcase on Wednesday, September 20th. Game Dev Showcase, the official AGC preshow party, is an eventful evening filled with networking, amazing game previews, hands-on demos, and more. Indie developers should apply now to be a part of the Showcase! 10 finalists will face-off against their peers by pitching their PC game on stage! If you or your team is selected as a finalist you'll be on stage at Austin Game Conference, gain valuable feedback from our luminary panel of judges, and potentially win hardware prizes from Intel! Plus all 10 finalists get time to demo their game in the Intel booth in the AGC expo hall on Sept. 21-22. The deadline for submission isSeptember 1st. Prizes will be awarded for Best Overall Game, Best Artwork, Most Innovative, and Audience Pick. All AGC attendees, speakers, sponsors and exhibitors are invited to attend the Showcase. You won't want to miss it. Doors open Sept. 20th at 6:00pm at Brazos Hall (204 E 4th St, Austin, TX 78701). Mark your schedule. The Austin Game Conference (AGC) presented by Intel, takes place September 21-22, 2017 at the Austin Convention Center. AGC provides critical insight into online games development with more than 80 speakers across 7 conference tracks: Design, Technical, Production, Virtual Reality / Augmented Reality, Audience Development, Audio and Business. John Hanke, CEO and Founder, Niantic, Inc., creator of the popular augmented reality mobile game, Pokémon GO, will deliver the show’s opening keynote. Super Early registration is now open. View full story
  7. Ok, I see. Wasn't clear that it's post edits only. Looks like the button will fit, so I've added it.
  8. John Romero, one of the original developers of Doom, is heading to Kajaani in Finland to speak at the Northern Game Summit in October. The Northern Game Summit (NGS) is a game conference and an annual networking event for the game development trade and associated industries. The event is held in the middle of Finland’s woodland, in the city of Kajaani on October 5th and 6th 2017. Kajaani is located 550 kilometres north from the capital of Finland, Helsinki. The NGS's 500+ attendees can engage each other in an easy-going and intimate environment across three parts of the event – The Business Mixer, Bonus Stage Party, and the NGS 2017 itself. The event has six different tracks: Design, Production, Art, Audio, Business and Tech. Speakers from all around the world have enlisted for NGS: John Romero from the US (Industry veteran), Adam Harrington from the US (voice actor, famous from Tales from Monkey Island and Wolf Among Us), Patrick Rose from Germany (Business and Product Analyst at Bandai Namco Entertainment Europe), Eevi Korhonen from Finland (Game Designer at Remedy Entertainment) and Timo Heinäpurola from Finland (Senior Engineer at Reforged Studios). This year’s panel discussion is about game psychology and how does games and gaming have an influence on the human mind. The Business Mixer is a pre-party of the Northern Game Summit. Game developers and others can mix’n’match there on October 4th before the conference. The Bonus Stage Party is an official after-party of the Northern Game Summit. It will have great people, Marioke, food, open bar and a small number of exhibitors. The party will be arranged in the evening of October 5th. NGS main sponsors this year are Critical Force, Fingersoft and Supercell. More detailed information about everything related to the Northern Game Summit can be found at http://www.northerngamesummit.org. Early Bird tickets are available through the website.
  9. John Romero, one of the original developers of Doom, is heading to Kajaani in Finland to speak at the Northern Game Summit in October. The Northern Game Summit (NGS) is a game conference and an annual networking event for the game development trade and associated industries. The event is held in the middle of Finland’s woodland, in the city of Kajaani on October 5th and 6th 2017. Kajaani is located 550 kilometres north from the capital of Finland, Helsinki. The NGS's 500+ attendees can engage each other in an easy-going and intimate environment across three parts of the event – The Business Mixer, Bonus Stage Party, and the NGS 2017 itself. The event has six different tracks: Design, Production, Art, Audio, Business and Tech. Speakers from all around the world have enlisted for NGS: John Romero from the US (Industry veteran), Adam Harrington from the US (voice actor, famous from Tales from Monkey Island and Wolf Among Us), Patrick Rose from Germany (Business and Product Analyst at Bandai Namco Entertainment Europe), Eevi Korhonen from Finland (Game Designer at Remedy Entertainment) and Timo Heinäpurola from Finland (Senior Engineer at Reforged Studios). This year’s panel discussion is about game psychology and how does games and gaming have an influence on the human mind. The Business Mixer is a pre-party of the Northern Game Summit. Game developers and others can mix’n’match there on October 4th before the conference. The Bonus Stage Party is an official after-party of the Northern Game Summit. It will have great people, Marioke, food, open bar and a small number of exhibitors. The party will be arranged in the evening of October 5th. NGS main sponsors this year are Critical Force, Fingersoft and Supercell. More detailed information about everything related to the Northern Game Summit can be found at http://www.northerngamesummit.org. Early Bird tickets are available through the website. View full story
  10. Serious games - those designed for education or training - are on a five-year compound annual growth rate (CAGR) of 20.2% globally, suggesting revenues will more than double to $8.1 billion by 2022, according to Metaari, the foremost analyst firm covering the market. In 2017, global revenues will hit $3.2 billion. And that number includes only retail packaged (off-the-shelf) products. It does not include revenues for hardware, devices, platforms, tools or custom content development services. Several convergent catalysts are driving the global game-based learning market, according to Metaari in its 2017-2022 Global Game-based Learning Market Report: Organizational resistance to learning that includes game play is fading fast The growing availability of easy-to-use development tools Exponential innovation in Augmented Reality (AR), Virtual Reality (VR, and Mixed Reality (MR) An upsurge of new next-generation educational games coming to the market The impending rollouts of very fast 5G networks and the Internet of Things (IoT) In 2017, consumers were the top buyers of educational games, followed by primary schools and corporations. The three buying segments with the highest growth rates are corporations (35.7%), preschool (30.7%) and higher education institutions (26.3%). By 2022, corporations will the second-largest buyer group after consumers. The highest revenue generating educational products are early childhood learning games, brain trainers and language learning games. The serious games with the highest growth rates are virtual reality educational games, at a breathtaking 47.9%. Eight game-based learning buying segments are analyzed in the Metaari report: consumer, preschool, primary schools, secondary schools, tertiary and higher education institutions, federal government agencies, provincial/state and local government agencies and corporations. The report also lists more than 300 suppliers operating across the globe to help companies identify partners, distributors and resellers. Metaari's report analyses size, growth and trends in seven regions: Africa, Asia Pacific, Eastern Europe, Latin America, the Middle East, North America, and Western Europe and has two sections: a demand-side analysis and a supply-side analysis for eight buying segments. For the U.S., Metaari provides a detailed breakout including information on major serious game studios and market cataysts. Sam Adkins, CEO, Metaari, provided highlights of his 100+ page report to attendees at the 2017 Serious Play Conference, an annual gathering of the thought leaders in the serious games industry. Product revenue forecasts are based on Metaari's proprietary game-based learning pedagogical framework, which identifies 11 unique types of educational games. The framework provides suppliers with a precise method of tapping specific revenue streams and a concise instructional design specification for the development of effective educational games. The Metaari report is available for sale at the price of $499 http://seriousplayconf.com/downloads/2017-2022-global-game-based-learning-market/
  11. Serious games - those designed for education or training - are on a five-year compound annual growth rate (CAGR) of 20.2% globally, suggesting revenues will more than double to $8.1 billion by 2022, according to Metaari, the foremost analyst firm covering the market. In 2017, global revenues will hit $3.2 billion. And that number includes only retail packaged (off-the-shelf) products. It does not include revenues for hardware, devices, platforms, tools or custom content development services. Several convergent catalysts are driving the global game-based learning market, according to Metaari in its 2017-2022 Global Game-based Learning Market Report: Organizational resistance to learning that includes game play is fading fast The growing availability of easy-to-use development tools Exponential innovation in Augmented Reality (AR), Virtual Reality (VR, and Mixed Reality (MR) An upsurge of new next-generation educational games coming to the market The impending rollouts of very fast 5G networks and the Internet of Things (IoT) In 2017, consumers were the top buyers of educational games, followed by primary schools and corporations. The three buying segments with the highest growth rates are corporations (35.7%), preschool (30.7%) and higher education institutions (26.3%). By 2022, corporations will the second-largest buyer group after consumers. The highest revenue generating educational products are early childhood learning games, brain trainers and language learning games. The serious games with the highest growth rates are virtual reality educational games, at a breathtaking 47.9%. Eight game-based learning buying segments are analyzed in the Metaari report: consumer, preschool, primary schools, secondary schools, tertiary and higher education institutions, federal government agencies, provincial/state and local government agencies and corporations. The report also lists more than 300 suppliers operating across the globe to help companies identify partners, distributors and resellers. Metaari's report analyses size, growth and trends in seven regions: Africa, Asia Pacific, Eastern Europe, Latin America, the Middle East, North America, and Western Europe and has two sections: a demand-side analysis and a supply-side analysis for eight buying segments. For the U.S., Metaari provides a detailed breakout including information on major serious game studios and market cataysts. Sam Adkins, CEO, Metaari, provided highlights of his 100+ page report to attendees at the 2017 Serious Play Conference, an annual gathering of the thought leaders in the serious games industry. Product revenue forecasts are based on Metaari's proprietary game-based learning pedagogical framework, which identifies 11 unique types of educational games. The framework provides suppliers with a precise method of tapping specific revenue streams and a concise instructional design specification for the development of effective educational games. The Metaari report is available for sale at the price of $499 http://seriousplayconf.com/downloads/2017-2022-global-game-based-learning-market/ View full story
  12. It's there, although the toolbar changes with the size of the editor (and size of the window), so if you don't see it that's likely the problem. The S next to the U.
  13. This is the first reported to us, but I've forwarded the link to this post to CRC Press. You should get the download once the form is complete, so if that didn't happen then something went wrong. Have you tried a different browser by chance?
  14. UBM Tech Game Network is now accepting submissions for the 20th annual Independent Games Festival (IGF). The IGF is part of the Game Developers Conference 2018, which takes place March 19th through March 23rd at San Francisco’s Moscone Convention Center. Entries for all of the IGF categories will be accepted now through October 2, 2017, with finalists announced in early January 2018. Finalists' games will once again be playable at the packed IGF Pavilion on the Game Developers Conference 2018 Expo Floor, and will compete for over $50,000 in prizes. These awards include the Excellence in Visual Art, Audio, Design and Narrative Awards, which will have six finalists each, with the winner getting $3,000 in each category. There will also be six finalists for the $30,000 Seumas McNally Grand Prize. This year also sees the return of the Best Student Game award ($3,000 prize), and the special Nuovo Award ($3,000, eight finalists) will be offered again to honor the game title that 'makes the jurors think differently about games as a medium'. Finally, the IGF Audience Award ($3,000 prize) will be decided by a public vote from all of the competition finalists. Organizers are also welcoming the return of the alt.ctrl.GDC Award ($3,000), an affiliated award to be given out during the IGF ceremony, honoring intriguing and inventive games using unique one-of-a-kind controllers. Finalists and the winner for this award will be picked from entries into the popular on-site GDC exhibit, which will open a little later in 2017. The Independent Games Festival is the longest-running and highest profile independent video game festival, summit and showcase. It has served as a springboard for several games that have gone on to become critical and cultural hits. Previous IGF prize winners from the past 19 years include Quadrilateral Cowboy, Her Story, Papers, Please, Spelunky, Minecraft, Limbo, World of Goo, Braid, Castle Crashers, Everyday Shooter and many more of the game industry's breakthrough independent titles. Winners will be announced on stage at the high-profile Independent Games Festival Awards on Wednesday, March 21st, 2018, at the Moscone Center in San Francisco, with the IGF Pavilion open from March 21st-23rd, and the sister Independent Games Summit event taking place on March 19th and 20th. The Independent Games Festival is a part of the 2018 Game Developers Conference, which will be held from March 19th through March 23rd, 2018 at the Moscone Center in San Francisco. IGF continues to be the largest annual gathering of independent video game developers, showcasing top talent across the industry and keeping a pulse on the future of independent games. Submissions to the competition are now open to all independent game developers. Important dates for IGF 2018 are as follows: ● July 24, 2017 - Submissions are Open ● October 2, 2017 - Submission Deadline ● Early January, 2018 - IGF Finalists Announced ● March 19 - March 23, 2018 - Game Developers Conference 2018 ● March 19 - March 20, 2018 - Independent Games Summit @ GDC 2018 ● March 21 - March 23, 2018 - IGF Pavilion @ GDC 2018 ● March 21, 2018 - IGF Awards Ceremony (Winners announced) For more information on the 2018 Independent Games Festival, including submission specifics and frequently asked questions, please visit the official Independent Games Festival website. IGF entries can be submitted here.
  15. UBM Tech Game Network is now accepting submissions for the 20th annual Independent Games Festival (IGF). The IGF is part of the Game Developers Conference 2018, which takes place March 19th through March 23rd at San Francisco’s Moscone Convention Center. Entries for all of the IGF categories will be accepted now through October 2, 2017, with finalists announced in early January 2018. Finalists' games will once again be playable at the packed IGF Pavilion on the Game Developers Conference 2018 Expo Floor, and will compete for over $50,000 in prizes. These awards include the Excellence in Visual Art, Audio, Design and Narrative Awards, which will have six finalists each, with the winner getting $3,000 in each category. There will also be six finalists for the $30,000 Seumas McNally Grand Prize. This year also sees the return of the Best Student Game award ($3,000 prize), and the special Nuovo Award ($3,000, eight finalists) will be offered again to honor the game title that 'makes the jurors think differently about games as a medium'. Finally, the IGF Audience Award ($3,000 prize) will be decided by a public vote from all of the competition finalists. Organizers are also welcoming the return of the alt.ctrl.GDC Award ($3,000), an affiliated award to be given out during the IGF ceremony, honoring intriguing and inventive games using unique one-of-a-kind controllers. Finalists and the winner for this award will be picked from entries into the popular on-site GDC exhibit, which will open a little later in 2017. The Independent Games Festival is the longest-running and highest profile independent video game festival, summit and showcase. It has served as a springboard for several games that have gone on to become critical and cultural hits. Previous IGF prize winners from the past 19 years include Quadrilateral Cowboy, Her Story, Papers, Please, Spelunky, Minecraft, Limbo, World of Goo, Braid, Castle Crashers, Everyday Shooter and many more of the game industry's breakthrough independent titles. Winners will be announced on stage at the high-profile Independent Games Festival Awards on Wednesday, March 21st, 2018, at the Moscone Center in San Francisco, with the IGF Pavilion open from March 21st-23rd, and the sister Independent Games Summit event taking place on March 19th and 20th. The Independent Games Festival is a part of the 2018 Game Developers Conference, which will be held from March 19th through March 23rd, 2018 at the Moscone Center in San Francisco. IGF continues to be the largest annual gathering of independent video game developers, showcasing top talent across the industry and keeping a pulse on the future of independent games. Submissions to the competition are now open to all independent game developers. Important dates for IGF 2018 are as follows: ● July 24, 2017 - Submissions are Open ● October 2, 2017 - Submission Deadline ● Early January, 2018 - IGF Finalists Announced ● March 19 - March 23, 2018 - Game Developers Conference 2018 ● March 19 - March 20, 2018 - Independent Games Summit @ GDC 2018 ● March 21 - March 23, 2018 - IGF Pavilion @ GDC 2018 ● March 21, 2018 - IGF Awards Ceremony (Winners announced) For more information on the 2018 Independent Games Festival, including submission specifics and frequently asked questions, please visit the official Independent Games Festival website. IGF entries can be submitted here. View full story