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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.

LimEeSiang

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  1. 1. Good sample code is important, yes. 2. It's not advisable to post slapdash sample code. 3. Good code is well commented. 4. An employer would be more interested in seeing game code than engine code. 5. It may take time to get a job. You might as well start building a portfolio.     Alright, thanks for the advise
  2. if you need a beta key for titanfall PC, just contact origin customer live chat and say you got an XBone key instead of PC key for the beta. they will give you the beta access. no question asked.
  3. Hi, I'm interested in getting a job in the game industry as a tools programmer.   I have experience in writing core engine, 2D physics (didnt have a chance to work on 3D physics), graphics (OpenGL), tools, fast prototyping, game development and pretty much most of the stuff you need to get any game created from scratch without any engine. I'm confident at prioritising my task, to get the most work done with the least amount of time (heck I do that all the time for all my game project, else I won't get anything done...).   I have built a WYSIWYG level editor for one of my game project Chrono Disfunglement (which you can find in my portfolio page). asset pipeline for the same project and misc tools for other project for path editing, android deployment and etc. But they were all build using C++ (partly cause there isnt a need for any GUI and I only knew C/C++). Almost all the game project I worked on was build from scratch using C++ and OpenGL and I coded a huge portion of them.   I recently graduated and I have been spending time picking up C#, Unity3D, html, css and etc. to diversify my skill sets.    From what I have Googled, knowing multiple language like C# (for UI) and Python (for scripting when exporting assets) seems to be important as a tools programmer but I'm not exactly sure since information regarding tools programmer are extremely vague and it varies widely depending on the company. Some view tools programmer as a senior only role and some view it as a entry level only, whereas some view it as important as a graphics programmer.   Now my problem is that I haven't had a lot of programming years (I picked up programming roughly 3 years ago and also my interest in game industry started sometime around there), hence I only had time to learn C/C++ since apart from programming there was still linear algebra and all the countless other stuff that needs to be learnt.   Also, I noticed quite a few post over here advised posting sample code, is that really important? I'm kind of reluctant to post my code for any of my game project since they have a relatively short project time (average of 4 to 8 months) and we have a lot to do (engine has to be written from scratch and a game has to be made too). So my code are kind of... not exactly something I'm satisfied with. Also since I pretty much own the entire system (when you have like 2 programmers you don't really have to  share a system with another fellow, I guess that's the benefit of a small team lol), there isn't really a need for me to comment most of my implementation. But most of them are split into small function with descriptive function name. But if it is important, I could always write another engine from scratch that is properly commented, but that will probably take quite a fair bit of time and time isn't exactly something I have, I wanna get a job fast and start learning more.   Any comments and tips to improve my portfolio and knowledge will be greatly appreciated. Thanks!   Portfolio