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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.

SamLittler

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About SamLittler

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  1. Aggie just said "if I had the patience, I'd be a doctor by now!"
  2. Hi all,   I'm currently developing a web-based Harry Potter RPG and I'm looking for a graphic designer who'd be willing to design and create 2d maps of all the locations that a player may visit so that I can implement them later on. This is a not for profit development - at least for the foreseeable future - but if it works out okay, I may move into developing a unique game in the future using the same engine.   I've already added quite a lot of functionality into the game including a working inventory, equipment, skill set, achievement book and collection book. It wont take me too long to add the rest of the basic functionality, but graphic design can be quite time consuming and I feel at this point I can't do it all myself.   This is the kind of style I'm going for (and have implemented);     Players will be able to interact with the environment by using drop-down menus over each 'tile' and be able to move to different environments by using doors and fireplaces.   If you're interesting in knowing more, feel free to add me on Skype (samuel.littler) or contact me via email (prinsig.webmaster@gmail.com).   Many thanks,   Sam.   P.S. If this topic is in the wrong section, I'm sorry, but it seemed the most suitable.    
  3. Hey guys, I've just come to ask a few 'what would you suggest' questions that I have. I've started creating a 2D, multi-player space game and I was wondering if I should use procedural generation to create the map as players (randomly positioned around the galaxy) move into it, or whether I should create it all at the beginning? What are the pros and cons of each? I've got a rough understanding of how procedural generation works, but I can't help but think there are potentially a lot that could go wrong. I suppose I'm just looking for a few opinions so i know in which direction to take this. Many thanks, Sam.