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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 Azul

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  1. Thanks, I'll try it out. I'm so used to that sort of 'word processing' type format in NWC, its hard to get used to anything else. Mouse is just too inaccurate. I'll check those out.
  2. This might sound weird, but I have been using cheap old Noteworthy Composer to construct the actual MIDI for my songs for years now. Although I've slowly purchased and improved my other tool sets, I haven't found another program that makes it so easy to arrange the MIDI for my songs. I love the way you can use the keyboard and cut-and-paste things. I'm curious what others use for the composing stage. I'd imagine there are many who jus play it out on a MIDI keyboard, but (A) I don't have one and (B) I doubt I could actually play some of the stuff I compose. Does anyone know of another system that is similar to NWC? Especially for the MAC? I struggle to put things together in Logic's editor, its just too sensitive. I like the tangible feeling of only using the keyboard. I have used iSequence on the iPhone for simple pop/rock stuff, but it doesn't let you get into 32nd notes and smaller divisions that you need for more complex stuff. Any suggestions?
  3. Agreed, I've been getting by with the samples that come with logic, although they're lacking in some aspects. You can usually wring a good sound out of them with the right setup...I just ordered EWQL too! It should get here today!
  4. Thanks! That was what I was going for, like things look bleak but its not over... I like more melody myself, but it was supposed to be kind of in the background mostly...so it doesn't have too much driving melody.
  5. Your music is great. I too was in the banking sector until recently. I left to pursue various freelancing activities such as iOs app development, blogging and a few other things. So far, Ghostwriting has mostly paid the rent, thus far I've picked up a few soundtrack jobs here or there. Your music sounds great, better than mine, especially in the orchestral stuff. However, making a living as a freelance musician is rough. As you've probably seen, there are tons of people giving away music of all quality levels. I have made some money off music, but I'd starve to death if music was all I did. Maybe that'll change someday, but I have had to spend tons of time messaging developers and posting on boards just to land the smallest of jobs. Not to discourage you or anything, but if you're going to leave your job, you should have a few things lined up in case music doesn't pay all the bills.
  6. Hi Folks, I've been around here a while and constantly working on my craft. I'm finally delving into more orchestral style production. I wanted to get some feedback from some of the awesome folks here at gamedev. http://soundcloud.com/azul1/f2-faroffdanger I don't have the best tools available. I was planning to get some of the EWQL tools (had to use my money for food and rent..sigh!) but I had to use Logic's samples for this one. What I'm really hoping to understand is what I'm lacking in composition or production. I really am mostly used to mixing and mastering Rock and Electronic music, not orchestral. Any suggestions? BE BRUTALLY HONEST! I want to keep improving and create a more professional sound. I feel kind of out of my comfort zone on the orchestral stuff, but lots of games want that these days.
  7. Curious, what synth you used for the 8-bit sounds?
  8. Lovin the old school 8-bit..bits...
  9. Good advice, thanks so much. I've been struggling with how loud it SHOULD be...It has been an interesting project thats for sure! I never did asian style music so I had to spend a while just researching and listening to new stuff, which also had the nice side-effect of discovering the Yoshido Brothers crazy Shamisen rock!
  10. I'm currently working on a project where the game developers want formless, medatitative, sparse music (they actually thought my first idea of a sparse track was too busy!). We're talking a little twang of a shamisen here and there, an occasional far-off bell or drum hit and lots of empty space. I'll post a little link when I'm further along but I wanted to ask, what approach should I take to mixing and mastering a super-empty track? Its a unique challenge as I'm more used to mixing stuff with a beat or many instruments. I'm thinking of adding a background track fo some babbling brook or wind in the trees sounds, since its sort of a contemplative puzzle game. I'm not sure how to mix something like that in either, I'm assuming I'll just "trust my ears" for the most part, but I'm wondering if anyone else has had this experience.
  11. [quote name='Moritz P.G. Katz' timestamp='1330551480' post='4917971'] [Of course, Ozone isn't a one-click wonder machine - but it's a good all-in-one combination of several very neutral sounding tools and well-programmed analyzers. [/quote] After watching some tutorials of Ozone4, I'm definitely getting it! I have learned to do some of these things in Logic but it seems like a much more logical workflow and it simply sounds great.
  12. For RPGs, I think it sometimes helps to work backwards. Maybe there is a big plot to overthrow a kingdom or something and some mystic weapon somewhere that could shift the power, but in the past there was some guy who hid a map to it and he had a kid. maybe you're that kid, maybe you're a random soldier who has differing ideals from the powers that be who happens upon the kid, maybe you're the young prince of the evil ruler, maybe all three characters meet up.... but none of this stuff is known at the start, its the end product you discover throghout the game... add some other lose threads that the player meets up with, and you might have something thats more engaging than the standard RPG fodder. I also love games that 'mock' cliches!
  13. Thanks for letting me pick your guys' brains. This is a big step spending some serious dough! I appreicate the help. I might reeveluate buying Brass and Strings seperate and just get this. If you had to pick Symphonic and Brass or Strings, which would you go with?
  14. Thanks guys! You're giving me a lot to think about. I really appreciate it.