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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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  1. This free e-book may interest you: [url="http://www.lulu.com/shop/moshe-sipper/evolved-to-win/ebook/product-18719826.html"]Evolved to Win[/url] (2011; 193 pages) [quote]Title: [b]Evolved to Win[/b] Author: Moshe Sipper Abstract: Recent years have seen a sharp increase in the application of evolutionary computation techniques within the domain of games. Situated at the forefront of this research tidal wave, Moshe Sipper and his group have produced a plethora of award-winning results, in numerous games of diverse natures, evidencing the success and efficiency of evolutionary algorithms in general—and genetic programming in particular—at producing top-notch, human-competitive game strategies. From classic chess and checkers, through simulated car racing and virtual warfare, to mind-bending puzzles, this book serves both as a tour de force of the research landscape and as a guide to the application of evolutionary computation within the domain of games.[/quote] But it doesn't directly deal with modern games.
  2. Although it is not a board game, you may want to check out the [url="http://www-inst.eecs.berkeley.edu/~cs188/pacman/pacman.html"]Pac-Man Projects[/url] which Stanford CS 221[i] Intro to AI[/i] class' (= on-campus version of the Stanford AI course online you attended) [url="http://www.stanford.edu/class/cs221/schedule.html"]programming assignments[/url] were based on.
  3. The Future of Moral Machines. http://t.co/xKZhHuX3
  4. MIT launches online learning initiative MITx will offer courses online and make online learning tools freely available. http://t.co/auVLeKYp
  5. [quote name='newbie_gamer' timestamp='1324741057' post='4897082'] Also I want to know how tough is it to implement fuzzy logic.. After understanding the theory can it be done within a month.. I'm running on a tight schedule here!! [/quote] Pretty straightforward. Check out the book entitled "Programming Game AI by Example". Chapter 10 on Fuzzy Logic has many code examples (C++). There are also many fuzzy logic libraries available.
  6. A couple of examples I took from aigamedev.com's latest newsletter: Character Animation in Two-Player Adversarial Games Wampler, K. Andersen, E. Herbst, E. Lee, Y. Popovi?, Z. [url="http://grail.cs.washington.edu/projects/adversarial-control/tog/"]http://grail.cs.wash...al-control/tog/[/url] Space-Time Planning with Parameterized Locomotion Controllers Sergey Levine, Yongjoon Lee, Vladlen Koltun, Zoran Popovi? [url="http://www.stanford.edu/~svlevine/papers/spacetime_tog.pdf"]http://www.stanford....acetime_tog.pdf[/url] A Sparse Grid Representation for Dynamic Three-Dimensional Worlds Nathan R. Sturtevant [url="http://www.aaai.org/ocs/index.php/AIIDE/AIIDE11/paper/view/4085/4415"]http://www.aaai.org/.../view/4085/4415[/url] A Particle Model for State Estimation in Real-Time Strategy Games Ben George Weber, Michael Mateas, Arnav Jhala [url="http://www.aaai.org/ocs/index.php/AIIDE/AIIDE11/paper/view/4051/4420"]http://www.aaai.org/.../view/4051/4420[/url] Build Order Optimization in StarCraft David Churchill, Michael Buro [url="http://www.aaai.org/ocs/index.php/AIIDE/AIIDE11/paper/view/4078/4407"]http://www.aaai.org/.../view/4078/4407[/url]
  7. You Can’t Run From the Cop Car of the Future. http://t.co/Kiv35Dst
  8. New hope for repairing diseased or damaged brains. http://t.co/0Dy7BUKI
  9. Min7 Micromouse Robot Solves Maze Under 4 Seconds, Real Mice out of a Job (video). http://t.co/wLoO7ybH
  10. Smart Swarms of Bacteria Inspire Robotics Researchers. http://t.co/rcKbty9l
  11. Japan plans $2 billion robot moon base by 2020. http://t.co/WYYW9sHG
  12. Stanford pushes some new online classes in Jan-Feb 2012: http://t.co/VyCGK5Uc
  13. New computer chip models how neurons communicate with each other at synapses. http://t.co/hpgbkiN4
  14. An AI tool for for understanding and indexing sound. http://t.co/Q2j7npN3
  15. Google X: Google’s Secret Endeavour in Artificial Intelligence, Robotics Research. http://t.co/yRPRyt4q