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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 Ultrahead

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  1. New video ...   [media]http://www.youtube.com/watch?v=yjZnKEaEfZ8[/media]
  2. New video ...   [media]http://www.youtube.com/watch?v=yjZnKEaEfZ8[/media]
  3. New video ...   [media]http://www.youtube.com/watch?v=yjZnKEaEfZ8[/media]
  4. Finally, the campaign for the Asset Pipeline Editor is live at http://igg.me/at/theape   [media]http://www.youtube.com/watch?v=Lv5hzLyCEy4[/media]   Hope you guys back it 
  5. The campaign for the APE is now live at http://igg.me/at/theape   Hope you guys like it and support it!
  6. The campaign for the APE is now live at http://igg.me/at/theape   Thanks in advance for your support!
  7. Unity

    Thanks for sharing it here: http://www.gamasutra.com/blogs/PedroGuida/20140114/208519/So_XNA_is_dead_now_what.php
  8. Part 6 is here:   http://amapplease.blogspot.com/2013/12/the-asset-pipeline-editor-part-6.html
  9. For those of your starting with Monogame, please also have a look at this thread: http://www.gamedev.net/topic/651102-upcoming-tool-the-asset-pipeline-editor/
  10. http://www.monogame.net   Please also check The APE ...
  11. As part of a content-pipeline tool I'm developing called the APE, I've also developed a command-line app called APEBuild:     You can get more info about it here: http://amapplease.blogspot.com/2013/12/the-asset-pipeline-editor-part-5.html   Also, check this thread for more details: http://www.gamedev.net/topic/651102-upcoming-tool-the-asset-pipeline-editor/   ~Pete
  12. As promissed,the post is here: http://amapplease.blogspot.com/2013/12/the-asset-pipeline-editor-part-5.html
  13. Take a look of my upcoming tool, the Asset Pipeline Editor, here: http://amapplease.blogspot.com/
  14. Unity

    Unity is great but sometimes it feels like it was originally meant for artists. For large projects, the entity-based model could collide with OOP which can make programmers' life a pain. Debugging is not easy. Not always you can have control of your game's execution from code. Creating custom shaders is not straightforward. And you'd eventually need extra cash to buy plug-ins to fill the gaps.   Don't misunderstand me, I use Unity a lot. It has a strong community, it's indie-friendly and I'm happy with the way it evolves, but sometimes, when requirements don't allow me to use it or when I need more control over code and or get my hands dirty with low-level coding, I look for other solutions.
  15. Hey, great questions.   They deserve a proper explanation on my blog but I'll answer them briefly here:   1. "APEBuild": yes. In fact, when I designed the APE i thought of this use case; this feature was a corolary of the way I designed the tool in order to test import/write units before promoting them to the editor. As a matter of fact, project files contain all needed info to build assets. So, when you call the APEBuild you eiither indicate whether to build the whole solution or specific projects.   2. Repository: in the way the APE works there is no need to watch files, since compilation/build actions in the editor need user interaction (press a button, etc.) and it handles raw files as opposed to source files. Let me explain it a bit better: when you add a file, the editor copies the source file to the solution's repository and add a raw file in the solution tree. Thus, as long as you change the source file in the repository, next time you build assets this updated source file will be loaded, processed, and so on so forth to obtain the asset file. So, if you have say a mono sound.wav file on the repostirory and then you manually replace it with a stereo sound.wav file, the later kicks in for next builds.    3. Processing: the APE will not replace production tools like Photoshop, Sound Forge, and so on so forth. So you will need to create your source files there: jpegs, wavs, mov, etc. What the APE provides is a way for you to indicate how to convert them to the file format you need for your games. In case the built-in import/write units or the ones provided later on by me and or any other user are not useful to you, then you can implement your own with full control over them. So, if you want to implement a processor that converts WAVs into OGGs, you can go ahead and do it with ease. What about resizing a texture? Sure. What else? Everything you can imagine of that can be achieved by setting parameters on a property grid. For example, for the case of XNA'ers, in part 4 of the series I show a processor with many features that pre-multiply alpha, resize textures, changed formats and so on. To sum up, to create source files use production tools, to convert them to game assets, use the APE.   Thanks for your smart questions. Hope you like the answers. More in my blog soon ...