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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 johncmurphy

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  1. Not sure if this is true where you are, but in the US the difference is can be viewed as applied science versus pure science. Comp sci leans toward the theoretical aspects of computers and computer software. Electrical and electronics engineering, on the other hand, are almost entirely practical, involved in the design and manufacture of hardware and software. You have to decide which one you are more comfortable with and what your future goals are. Multiple degrees are good if you are going to teach or work in administration/management. If you are looking to do hands-on work, then you need to focus on a particular discipline. Experience becomes much more important than advanced or multiple degrees in that case, other than maybe a masters specific to a particular field.
  2.   For the past year or so, both Autodesk Maya and Maxon CINEMA 4D have been offering "student" versions for free. I don't have a link, but I see this mentioned all the time in my son's minecraft forums, where there are a number kids making YouTube videos with Maya or C4D.   As someone who is proficient in both of those programs, I will state flatly that there are no good books for learning CINEMA 4D. For years, I have been buying books in English and German in an effort to learn the program, and none of them are particularly good. (If anyone wants to recommend one, I will buy it and read it.)   On the other hand, I was able to learn Maya within a month or two using a combination of YouTube videos and the two most popular books on Autodesk Maya on Amazon. (I forget the names...) It's not that Maya is so much easier than C4D, it's just that the teaching is done by professional educators, not 3D artists who fancy themselves teachers. It seems that Autodesk is involved directly in their training...   I would also add that you can buy a lot of 3D models for cheap on the web nowadays. That way, you only have to know how to make modifications to existing models, which is much easier than doing the modeling yourself.
  3. How do I take a white bitmap font texture and modulate it with another color at render time? I was able to do this in D3D9, but I am unfamiliar with DirectX 11. Can someone point me in the right direction?
  4. I have a series of free iPhone game programming tutorials that I am working on: http://www.johncmurphy.com/product.aspx?pid=368 I have several more planned...I just need to get the time to record them.
  5. Here's an interesting paper on Pong AI from CIG: http://cswww.essex.ac.uk/cig/2005/papers/p1038.pdf
  6. Based on that link, it seems like a sweep and prune method would work well. It would get rid of the whole problem created by used a grid overlay (quadtree, k-d tree, etc.) when a ball overlaps a couple of grid spaces. Instead, using bounding spheres and a sweep and prune method, I could quickly scan for any potential collisions before going ahead with more in-depth collision detection. Thanks, I'll give it a try.
  7. What is the "best" collision detection method for a billiards simulation? Assume 16 spheres of identical size in a rectangular field with infrequent collisions. I am thinking that one of the tree methods would be best, but I am not sure. Thank you.