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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 herbertsworld

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  1. if it is your first game, make it free to maximize exposure, if it is good enough to keep players interested you have a great place to market your future games.     I agree with Simon.   Personally, I prefer it when people have a donate page on their game site rather than ads popping up all the time. People with money will be generous if they like what you've made. So what if 1000 people play your game and only 1 persons gives you money for it. What if that one person gives you 10,000 dollars? Stranger things have happened.
  2. So in other words the horror gets boring once you know what's behind the curtain and how the scenario plays out. Sadly, that's nothing new. Hollywood horror films have the same problem that's why Nightmare on Elm Street and other horror films tend end up as adult comedies in later sequels as opposed to darker, grittier versions of the original.   For me, fear comes from the unknown in my surroundings. What you can't see is scarier than what you can see. Subtly is key for me. I enjoy the build up of fear like sound bites, changing fog, shadow movements and the little details that play on "my imagination." Having something thrown in my face at the start with the idea of, "Look what we made! Scary isn't it? Look at all the blood and guts we added."   Although saying that, I actually found Dead Space 1 to be a pleasing horror experience. The theme was my cup of tea and the creatures were diverse enough to keep me on my toes and fear for what was around the corner. I could have done without the over the top boss fights though.   Alien is still a great horror film in my eyes. Why? Because you can't see the monster clearly throughout the film. And it has multiple forms! You know the silhouette but does it change again and become something new? You don't know this the first time you see the film and that's what makes it great.   Maybe creating a game with this in mind from the start is how you make a great overall experience for a horror game.
  3.   Can you give us an example where you've experience bad gameplay in those games please?
  4. It really depends on what you want to portray in your technical design document. From my experience, a lot of teams have different methods of working. Some prefer to use very detailed TDDs maintained by a technical designer and the engineering team. Whilst other teams prefer to work with more freedom and simply have a TDD with basic information, like rules, formulas and assets required.   The best thing to do first is find out what your team (or the company you want to apply for) needs in a TDD and tailor it for them.   When I write a technical design document, I like to write the brief overview of the area I'm working. I then go through the overview and expand on the idea and add values, rules and other bits of technical detail to the design. I sit with an engineer and explain to them the basic idea before I move onto the next stage. They might find a problem with you idea or problem with your design which needs editing before you can go into further detail.   After that I then explain what's required in order to get that design from paper into game. Listing out things like formulas, data values, models, textures, audio and most importantly outlining what sort of code support the design will need if a massive help to anyone else looking at this design.   One thing to consider is how you present your TDD. For example, in a 2D fighting game I would draw a 2D diagram of the animation flow and then write the technical damage rules and timing values. This is a lot more useful for an engineer and artist as opposed to an array in excel with a list of moves and damage values.   I found this on youtube. It seems like a good way to get started if you want an example: http://www.youtube.com/watch?v=iD7s1kqZOGA   Hope this has helped. :)
  5.   This is certainly the way to go in most RPGs or Turn Based Strategy Games.   Although to do this well, you would still need rules so the player doesn't end up with a severely weak character because the player put too many points in the charm stat and not in the combat stat. Or, they find an exploit and turn their character into a god.
  6.   I agree with Iron Chef. Although I think this comes from a lack of player feedback. If there's enough feedback from Audio, UI or narrative then the player should feel confident in their abilities, instead of being worried whether or not they have the right gear or skill level.
  7. It really comes down to doing what you enjoy. Luckily there are enough tutorials and free programs out there for you to start now.   Grab yourself a copy of Unity or UDK for free and play around with them.   http://www.unrealengine.com/udk/downloads/ http://unity3d.com/unity/download http://www.3dbuzz.com/training   I did this at your age when I wanted to get into the industry and discovered art and design was definitely my field. I went to Uni got a degree in game art and design and worked my way up the ladder. If I could go back in time, I would take the same course but at a better university with links to development teams. You can do some research and find courses that openly advertise their links with game developers.   For design universities in the UK, I'd recommend Newport or Bournemouth but you have to be very good at Art or Programming to stand out as a graduate. Even then, your first job would likely be a junior artist, programmer or qa tester, but you'd be in the industry and that's half the battle.   For programing I'd recommend Hull University. A lot of our recent graduates have come from that university   And finally, remember to never stop improving yourself by learning new skills, techniques or methods. It's very easy to fall back and relax once you get the job and feel as though you are set for life. This industry is constantly evolving and the dinosaurs that fail to adapt to change go extinct quickly.
  8. You should try prompting the player to get back to the story whenever they load back into the game. I don't mean instantly throwing the player into a mission or quest because that would suck. However, you can give the player a recap of their previous exploits in the game as a skippable cut-scene. Similar to how TV shows get you back into the show after a mid-season break.   Managing what's available to the player can help. For example, Rockstar & Bioware games tend to bottleneck when you complete missions that aren't related to the story. You need to complete a story mission to unlock more missions which are not relevant to the story.   Also, consider how you represent to the player what's story related and what's extracurricular. A simple icon message to say something along the lines of Story Quest / Mini Quest can help the player a lot.
  9.   You'd be suprised...   It has also become a requirement in some instances when confirming purchases or other transactions to swap yes/no to no/yes. It should stop players from making a mistake and spending in-game or real money that they didn't mean to spend.   These days you have to make your system "idiot proof" "user friendly" so you don't upset players by creating bad exerperiences.
  10. I personally liked the Materia system from Final Fantasy VII.   http://finalfantasy.wikia.com/wiki/Materia_%28Final_Fantasy_VII%29
  11. Real-time editing of content and assets without the need to rebuild the whole level again just for 1 asset change.   The luminous engine is the closest I've seen.   http://www.youtube.com/watch?v=eHSGBh1z474
  12. How about creating destruction chains with a score multiplier?   Exploding a gas station for example would have a massive blast radius and take out a lot more objects in the area. It could start fires which could in turn create even more destruction.   Seems like you could get some inspiration from good old Crash Junction:   http://www.youtube.com/watch?v=albbe3LeQ9E
  13. I've been reading a book about this recently and I'm recommending it to everyone right now. It's called The War of the World, no not the H.G Wells one, but it does reference him a lot.    http://www.amazon.com/The-War-World-Twentieth-Century-Conflict/dp/0143112392   The book takes a detailed look at religion, race and economics and links them all together to describe how each one can be used to create conflict if they're manipulated correctly.   I would imagine that this is how an empire is established and how they stay on top. They own the economy and manipulate it so they are always the winner. They establish racial boundaries and force their views and religion onto everyone. If they resist then death is the ultimate penalty.    Who's to say the Emperor has to be the same person or even a single person? What if it was a group of people who ruled the empire and they spoke through the emperor who they control? 
  14. Have you considered looking into an early access beta for your game?    Some people are even willing to pay to play an unfinished product as long as you're willing to listen to their ideas and feedback.    This trend seems to be growing more and more popular with the rise of kickstarter and greenlight. Even big publishers are starting to adopt this method instead of building Demos.
  15. Trial and error will certainly help you when you get this up and running. As long as you've got your rules down before hand it will make it easier to tweak in future.   I really recommend you have a read of this article on gamasutra:   http://www.gamasutra.com/view/feature/3106/ai_madness_using_ai_to_bring_.php   Some of it should be relevant to what you're trying to create.