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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.

Maestro81

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  1. BVHViewer is a robust visualization tool for the Biovision Hierarchy (BVH) animation format. Next to some minor bug fixes, the new features in version 1.1 allow for even faster browsing through a directory of BVH animations. Please check it out and let us know what you think. Although there are (many) viewers to be found on the web, this is one of the few that supports: - All possible rotation orders - Local joint positions (Xposition, Yposition and Zposition) for all joints - No assumption on hierarchy of framerate - Fast browsing through a directory of BVH animations (using the PageUp and PageDown buttons) Local joint positions are supported by the format and allow for bone scaling, making it ideal for Kinect output. For example, the exported BVH files from Brekel Kinect (http://www.brekel.com) can also be viewed. The viewer can be found at http://bvhviewer.developmentinmotion.nl/.
  2.   BVHViewer 1.0 is a robust visualization tool for the Biovision Hierarchy (BVH) animation format. Although there are several (if not many) viewers to be found on the web, this is one of the few that supports:   All possible rotation orders Local joint positions (Xposition, Yposition and Zposition) for all joints No assumption on hierarchy or framerate Local joint positions are supported by the format and allow for bone scaling, making it ideal for Kinect output/mocap. For example, the exported BVH files from Brekel Kinect (http://www.brekel.com) can also be viewed. The viewer is based on Ogre and can be found at http://bvhviewer.benvanbasten.nl I hope people find this useful. Cheers,   Ben
  3. This might not be the right place to post this, but I thought I'd give it a try. WIN AN IPOD BY PARTICIPATING IN AN ONLINE EXPERIMENT Within our group a lot of research is done on computer animation. One of the topics we study is how to create walking animation out of short recorded motions of real people. The main problem here is to blend the motion segments to create realistically looking total motions. It is difficult to establish what “realistic” means here. We set up an online experiment in order to get a bit more insight in this subject. The experiment will take approximately 10 to 15 minutes. At the end of the experiment (July 7th, 2008) we will give away an iPod Shuffle to a randomly chosen participant. The experiment has to be done using Microsoft Internet Explorer and a broadband internet connection is recommended. The experiment can be found at: http://people.cs.uu.nl/basten/animation For more questions: Ben van Basten Games and Virtual Worlds Group, Utrecht University basten@cs.uu.nl