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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.

xiaoyunking

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  1. [quote name='LennyLen' timestamp='1345094838' post='4970065'] [quote]The problem with the cooking analogy -- which has always bugged me -- is that there aren't complicated control structures in cooking. Most recipes don't contain loops or conditionals.[/quote] The BASIC programming manual that came either with my Atari 800 or TI-99 had a good cooking analogy for loops and conditionals. The example used was continually adding a pinch of salt to a dish and then tasting it until the flavour was correct. [/quote] When I was a child in elementary school, my cousin (also my classmate) and I went back to my home after school, and my father was out then, so dicided to make noodles, I added a scoop of salt, then he found it was too salt, and then I add a bowl of water, then I found it was tasteless, he then added a scoop of salt, and I found ...he then added a bowl of water ... then ... at the end, the boiler was full of water and it probablly could serve 10 people. That is: while(true) { if(salt) { add_water(); contiune; } if(tasteless) { add_salt(); continue; } break; }
  2. I am working in the software department of a printer company (US-Japan Joint, in China), and we are developing embeded softwares for printers, and every time I went back to my hometown, my relatives would like to know what my job was, it's really a headache to explain that, because my hometown is in the rural mountain area, and older people have no idea about computer an printer. Every time I said "Software is made by computer" or "Software is on the printer's motherboard","You can't touch, but they are there, you can only feel","they are only electrical signals", etc. the more explanation I made, the more confusion they get.
  3. Once, my mother's brother asked me what software was, I said "for example, softwares were in my mobile phone", he said "open it, let me see it, can I touch it ?" I think it's easier to explain programming than software. As for programming, you can give an example or a story to illustrate that, but how to explain software to a farmer with no knowledge about computer ? In fact, my parents still have no idea about what I am doing in my office. How to explain software to them, as they have no knowledge about computer ?
  4. Haha, I also have been in such an embarrassed condition. Once, I was asked by my mother's brother, he is an old farmer in the poor rural area of China, and I worked in the software department of a printer company (US-Japan Joint). He said "Could you tell me what 's programming and what's software in printer?" I really don't know how to explain such stuff to a man who even has never seen a computer. I took out my mobile phone, and told him softwares were in my phone, his face showed that he wanted me to disassemble the phone, and take out the "software" ...