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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 ditroiamusic

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  1. Hello. I'm new to the forum and wanted to introduce myself. My name is Adam DiTroia and I'm a composer and sound designer for games and other media. I recently created a company dedicated to mobile games. It's called "Mobile Audio Design" (or M.A.D. for short). More info about me can be found at www.adamditroia.com. I also wanted to start out by contributing in at least a small way. So here are a few tips/tricks for creating great music and sound effects for mobile games and apps: 1. Mobile devices (iPhone, iPad, Droid, etc) lack bass response. So my first tip to you is forget the earth shattering sub-basses and low, deep synths. They will simply disappear when implemented into the game. Try experimenting with different EQ settings and always play the music track or sound effect back on as many mobile devices as possible (as well as earbuds/headphones). 2. While mobile game sizes are increasing (in some cases they're as large as 2 gig or more), audio is still treated as the last kid picked in dodgeball sometimes! So like it or not, you're going to have to compromise. I'm typically asked for mp3 for music. One thing you can do is chose a bitrate that is a good compromise between size and quality. 128 seems to work well. But check with the developer first of course. 3. This last tip has to do with creating a smooth music loop. For some reason, when saving as an mp3 in Sound Forge, there is always extra space added to the front and end of the track. My final step before sending it to the developer is opening it in Audacity (which is free) and trimming the ends. Why Audacity does this and not a much more expensive program (Sound Forge)...I have no clue :) I hope you find these tips useful! Thanks.