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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.

wardekar

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  1. I have a Motorola Q and have looked into doing some gamedev for it. Well I find that GapiDraw is all funky with it, and so is DirectDraw due to no hardware acceleration. Anyway, what are my options for GameDev on the Q? Are there any websites devoted to these sorts of things? I'm sure all I need is a couple example apps and I should be good to go on my side of things, but I haven't been able to find any examples that will actually compile for me. Note that I already have VS2005 and WM5 SDK installed. ~WarDekar
  2. How about WM from a productivity stand point? I realize this is GD.net, but I'm not opposed to developing other software in addition to games. Is the WM market big enough to make this a viable alternative? And as far as PSP is concerned, is it even realistic to expect to take a complete demo to a publisher looking for funding to improve it into a commercial product?
  3. As a soon-to-be graduate looking to work on independent games, what's the better marketplace: PSP or Windows Mobile? I realize that PSP requires the licensing, but you can still do homebrew stuff enough to shop it to a publisher that has the license and go from there. WM though you can publish yourself. So what's the better market at this point in time, and going forward?
  4. A partner of mine and I have developed a piece of software we want to shop to a couple publishers. It is a variant of Video Poker, so we will be taking it to some of the VP manufacturers (IGT among others). It is a new game and neither of us have done anything like this before so I'm not sure what we should do. We're obviously going to be talking to a lawyer about this, but I'm hoping some people on the board might have some experiences they can share with me. Originally when it was shopped to IGT they wanted us to sign something saying we wouldn't take it anywhere else. That wasn't going to fly. They then came back and wanted us to sign a Mutual NDA, although my partner is the one that saw it so I'm not sure of the specifics of it. Anyway, the point is we have a new VP game and don't want to be screwed over by the company when we demo it to them. What steps do we need to take to cover ourselves? Thanks, ~WarDekar