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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.

xploiitz

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  1. Im currently taking Cal 2 in College, a great piece of advice I can give you is that algebra NEVER goes away, almost everything you do will still involve solving for X, or Sin, or Finding Limits and the list goes on and on, so the problems start involving more and more steps, more thought into it, and they get more difficult, but like i said earlier, algebra NEVER goes away... But the basis of all of this is algebra, so make sure you get that stuff down REALLY good. When you take those classes you will have to purchase those books, and those books are more than enough for practice and bettering your self, but if you really wanna practice some of this before you get there, you can always pick up a Calculus for dummies book. I really enjoy math and Even i own a series of the dummies books from Pre algebra to Calculus 3, they serve as a great cheat sheet, but also as an absolutley great guide! But before you can go to Calculus you need some trigonometry knowledge in you too! Hope that helps!
  2. such a broad question....its almost hard to answer. Can you elaborate ? I suppose I would start with trying to find the root of the problem.
  3. I lurk these forums so much i guess this will be my first post.... I've only been programming for a few months, not sure how experienced you are but C# would be a great language to start with but Im not 100% sure if that is compatible with osX since C# is run off of the .net framework.... but if you do go with C# Oreilly labs "Head First C#" is an absolutely great book to start with, (and C# is far more user friendly than C++ is) I'm learning both at the same time, and the learning curve for C++ is far steeper than C# is.. But if you do choose the C++ route I'd personally Recommend a book called "Sam's Teach your self C++ in 1 hour a day" teaches you from the very basics to some pretty advanced topics, explains every line of code in every example, and end of each chapter even has snippets and examples for you to quiz your knowledge. I believe that you should gain some more experience in C++ before trying to jump into DX/OGL , since DX/OGL are typically written in C/C++ and require far more experience anyhow! I know i get extremely motivated when i see/read other peoples great work and results, but you gotta start from the ground up like every one else did! just my .02! Good luck!