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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 trojansc

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  1. Hi, I read an interesting article yesterday about the salary of game programmers in Japan. The link is as follows: http://kotaku.com/5482517/the-underclass-of-the-japanese-gaming-industry From what I understand, all this information has been taken from a popular forum site in Japan. There is some really surprising information there. A lot of people have responded with a monthly salary of under US$2000 a month. I was wondering if there is anyone on these forums who could give a clear picture about the scene in Japan( basically anyone who currently works in Japan for a game company). In some of the discussions after the article one person had posted this link: http://nensyu-labo.com/gyousyu_game.htm Salaries in this survey are higher - annual average salaries (Sony - US$ 98000, Konami - US$ 68000 taking 1 USD = 100 yen) Now, I think this is for the entire company and not just programmers. Also the average age in most of these companies is listed in between 35 - 40 so I guess that should be taken into account as well. So basically I guess I want to know how much of all this is true. Is the information from the first link actually true? Thanks, Trojansc
  2. hey guys, thanks for all the replies. ill look into panda3d. One thing i am not able to understand is why most of the engines do not support c++ as the main programming language when c++ is still the most used language in the industry (as far as i know). does anyone have any good exercises to suggest or any other ideas as to how do i practice my c++
  3. hi, I wanted to make a game as a way to sharpen my c++ skills and I was wondering if anyone could suggest an engine to use for this. Having worked on XNA, I know that it is an option but the programming in that is C# and I specifically want to program in C++. The game I am looking to make will be a 3D game. I have also used Ogre 3D so if someone could suggest something else I would really aprreciate it. Thanks, trojansc
  4. hi, let me start of by saying im a student studying computer science at university and looking to get into the game development business. im taking a couple of game development related courses at my college and my experience in them has been great - i enjoy doing it. At the same time i have read many negative things about the industry which i wanted to clarify. 1. salary is less - ive read this on many places online and it seems true enough. according to the recent game dev survey its written that programmers make about $60 k a year. http://gamedeveloper.texterity.com/gamedeveloper/2009fall/#pg35 Now i wanted to know how accurate this info is becuase as far as i know non game programmers make 70 k a year after college. so to me the difference does not seem that much. im not sure if im just naive or am i missing some point. id greatly appreciate it if someone whos working in the industry could answer this question. 2. work hours are long - this is another thing ive read a lot about. while ive come to realize tht game dev hours are long what i want to know is whether the work hours in a game development company eat away at an employee's personal life?? I've read at some places online that due to the work load/hours people in the game industry do not get to have much of a social life outside work. i was wondering how true was this. basically i feel that ive like programming on games at my college but at the same time i want to know whether that satisfaction outweighs the negatives of the industry. thanks, trojansc