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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 hugostrangelovecraft

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  1. Yeah, of course the programming experience and having a nice portfolio is important but as you said the team experience is too because in that respect people in H.R in companies look for 2 things (at least that's what I believe): That you take initiative and do stuff by yourself (looks like you have that one covered) and that you can properly communicate your work to the other members all the time (e.g. constantly reporting advances, keeping work transparent, helping and accepting help from team members, etc.). But what Tom mentions maybe most important, don't be worrying too much about "what if's", just focus on your main activities (studies) and have fun and be inquisitive doing them, and opportunities will present themselves for you to take.
  2. Before getting into details I suggest you check 2 development tools out there, they're not intended for action games but instead for point & click adventure games which have a lot of similar elements with the old Resident Evil games (You could say RE is an adventure game with some shooting element added). First one is the [url="http://www.adventuregamestudio.co.uk/"]Adventure Game Studio.[/url] This one is only meant for 2D old Lucas Arts adventure style games but it's easier to learn and use in my opinion and you can script even action elements. The second one is the [url="http://dead-code.org/home/"]Wintermute Engine[/url]. With this one you can create 2D and what is called 2.5D (what the original RE games are) graphical adventure, however again this one is not meant for action games so the shooting element and movement with keys would need to be scripted or added as a module (check the forums of both to see if someone has kindly shared a module or a plug-in for shooting or something like that). There are engines similar to Wintermute such as DagePort but I don't know much about them. Maybe your best bet would be to learn one of them and either join a team or create a demo and then ask for help with some graphics or some resources you need.
  3. [quote name='Ozymandias117' timestamp='1262970071' post='558519'] Hi, I am interested in getting into video game programming. So far, all I've done are several text based games in c++ (Mainly a text based RPG with 10 levels). I plan on going to a college for Computer Science. I was hoping people could give me some advice on what I need to start learning to program games with graphics (2D and 3D) as well as good colleges for programming. [/quote] Spend a good time investigating the Schools / Colleges you have access to. Check that their curricula is for an area that interest you, example: Some carriers go towards businnes and management and others may lean for more technical subjects even if they both are called Computer Science. There are also more technical schools that specifically deal with video games, simulation and similar subjects. Still, in my opinion to make great games, get a good job or to make your own studio later what's more important is what [b]you [/b]do, not what a school taught you. To make it short: [list=1][*]Study whatever you find interesting and you think could be useful, but more important what you think will be more fun for you.[*]Try to do some student work, professional service or whatever it's called there as early as possible, no matter if it's not video game related.[*]Continue doing personal projects every once in a while even if they will not be useful for school, and if you can tie them to school projects that's great![*]If you get the time and the chance join with a team online or in the real world to [i]successfully [/i]create a game or a mod.[*]Always keep a record and proof of every noticeable project you do in or out of school.[/list]
  4. [quote name='flodywan' timestamp='1294602868' post='4756187'] So finishing my degree and continuing my own game programming is the best way to get a job eventually? [/quote] Yes, but to increase your chances in the future to get the job you want it's also very important that you earn some field experience, specially [u]working in a team[/u] (not school). Also keep every project and documentation of whatever you do for the future. So my advise would be that when you've got a chance you look for some unpaid/paid internship or some work even if it's only a few hours a week for a short time, not game related or even if it wont give you credits or something for your studies. I know from personal experience that having a degree in a nice school and also the scores won't get you any job anywhere if you don't have the professional experience and/or a decent portfolio, at least in jobs related to IT and videogames.
  5. I also have to agree with shadowisadog. RTS type of games are generally complex to create, so your best bet to learn and create something easy could be by creating a campaing in a comercial RTS that has a campaing editor. The type of games refered as "RTS" are not my favorite but I'm sure there must be a comercial game that allows you to create campaings, change the images or models of the units, change sounds, etc. but to add abilities or make some more specific stuff I'm sure you will need some degree of scripting. For creating new games one of the apparently easiest tools I have found is [url="http://www.scirra.com/"]Construct[/url]. You can make simple shooters and other 2D games with almost no codding, I think you can even make simple RTS type of games in it, and best of all it's free. Of course If you wanted to create a more complex game you would need more than 1 person, and for that maybe the best road to take would be to develop an specific skill (art, 3d modeling, programing, sound, music, mission/game play design, etc.) and ask to help a team who is already creating something.