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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 ik-tag

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  1. Ready for some action! Looking for serious projects. https://soundcloud.com/ik-sound/the-adventurer
  2. Looking for some more projects for now :)
  3. Good day to all of you!   We posted some of our soundtracks to bandcamp. You can listen to them or buy some, if you like http://ik-sound.bandcamp.com/music You are welcome!
  4. Nice and cool, really :) Thanks!
  5. Good piece but very generic one. We hear this type of music everywhere. Nathan is right. Choir should only be included to strengthen your accents. One more thing: your choir's notes are quantized too much. Some samples have bigger attack than others, you should move them left, each of them in it's own position. Less quantization = less robotic sound :)
  6. xiaoan, I can tell that you are a bit wrong about libraries (your words about "something"). They became a strong tool nowadays. People just need to learn to use them. Everyone has them, but only small amount of people could use'em in a proper way.
  7. Sonar is my love ;) And nothing else matters. Though, Reaper is very good, too.
  8. Yes, it's a good article. But I think we must listen to our music not only as a listeners, but as a gamers. We create music for games and it is very important to be a gamer first. How would gamers listen to the theme? Will it interfere with the gameplay and irritate people? Will they remember the leitmotif or just dive into the atmosphere, created by our track? It is very difficult issue. But I think that it is as hard as simple 
  9. You and your mic, I think  "Music generator" - I hope they'll never invent such a thing .. 
  10. Whoa again! I'm running to get "Shire Whistle" right now 
  11. Yes! Exactly. This is the first thing you must think about when you start composing music.
  12. Sometimes there is no problem when music is clashing with SFX. It depends on what type of SFX you create. It is hard to give you a proper advice without hearing your music/SFX. There are thousands of variations. You can make atonal or non-musical sound effects for example. But there are SFX that clash with music harmony but cause no earache   Look for another game examples.   http://www.youtube.com/watch?feature=player_detailpage&v=LMYY-FLtCKw#t=125 This game has lots of tonal SFX. And no one is clashing with music so much.
  13. Speaking of Eduardo Tarilonte. I own "Forest Kingdom II" and "Era: Medieval Legends". There are some rare instruments. With the new Engine update it became more stable. As a result, scratches in convolution reverb are gone    And of course, the greatest library ever made: "Complete Composers Collection 2 Pro". Haven't bought it yet. But planning to do this next year  .
  14. Simply great libraries! But a bad, bad, very bad sampler Engine 2, which crashes permanently. It is impossible to work with it. PLAY Engine is a WAY better and more stable than this one ...