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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 davis31

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  1. [quote name='Hodgman' timestamp='1345119059' post='4970122'] There's some tricks you could do in DX10/11 for this, but I don't know of any in DX9. The only hack I can think of is: If you can guarantee that you've got no overdraw ([i]two triangles covering the same pixel[/i]), which you can if you're doing a z-pre-pass, then you can render with additive blending and output black when you don't want to write data. [/quote] Yes, I had the same idea, but I'm not doing a z-pre-pass right now and I don't know if it would be too expensive. In any case, I'm pretty sure this solution would work, but I'll leave it as the last option [quote name='DJTN' timestamp='1345118997' post='4970121'] If you're using a pixel shader, you can create another technique that doesn't use the clip funtion and use it for those RTs. Rememeber that clip doesn't return anything for that pixel, nor does it write any information to the back buffer or depth buffer. On newer graphic cards it stops the execution entirely. [/quote] That would work. But is it possible to use different techniques, for the different RT when using MRT?? If it is possible, could you give an example or a resource explaining how to do that? I've not been able to find any :S
  2. Hello, a few days ago I introduced Multiple Render Targets (MRT) to my render. In the previous implementation I used the clip() HLSL function to perform alpha testing in my pixel shader. The problem is that now, when using MRT I want to use the clip on the first render target but not on the other ones. If I use the clip function it clips not only the first render target but also the other ones. Is there any way to specify which render targets should be clipped and which not? Or is there a way to specify "not drawing" as the return color of an specific render target? I'm using DirectX9. Thank you in advance, David
  3. Ok, so I think I've enough information. I'll have to think what to do but I think maybe doing something less specific would be a better solution. I'm thinking about something related with Networks or maybe AI. It is not a problem if the campus is in the USA because I'll only take it if I get a grant that will cover everything (or almost everything). Let's hope I'm lucky :D Thank you all for your opinions and your advice! I still have some time to decide so let's see what happens!
  4. Ok, let's clarify some things. First of all, answering to snake5 and also frob I would like to say that definitely NO! I've been playing games my whole life, enjoyed them and in the last years also programming them. So that won't be only a job but a dream I'd like to come true. Moreover I'm not really a fan of Mega-Enterprises games. I prefer indie and original games. You're really making me doubt! On the one hand I really like this Universities (FIEA looks so cool!) but on the other hand I don't want to close doors... I'd really apreciate more opinions about that! I've also seen that some of you talk about spending four years but what I'm searching is something specific of one or two years... maybe the Master concept in Spain is not exactly the same as in the USA. I hope that helps a little, thank you for your help!
  5. Hello everybody! I'm a student of last year of Computer Sciences from Spain. Now I find myself deciding what to do in the future and after some thinking I've decided to take a Master Degree in Videogame Programming (or Developing or Designing or whatever they want to call it). There are some Masters in Spain but here game developing is still not so important and I think doing my Master in Spain wouldn't be the best idea. I'm telling this without knowing too much so maybe that's not true but that's what I think... So, I would like to know which Universities (not only in Europe but around the World) do you think that offer good Masters in Videogames. Thank you in advance!