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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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  1. Thanks for the feedback.   I think I need to spend some time on my documentation skills, as at the moment I've not really got anything that explains my thought process at all.
  2. Nothing to see here...
  3. Nothing to see here...
  4. Hi there GameDev!   I'm looking at moving out of the education sector and, you may already have guessed it, want to work in the games industry. I'm primarily a programmer, with most of my experience in Flash although I've dabbled in plenty of other languages (mainly Java and C++).   What I'd like some advice on is getting a portfolio together. I've chucked a couple of example games that I need to polish up on my site (www.rinsewashrepeat.co.uk) but I'm looking at how to present source code and ideas for what else people would want in an online portfolio.   I plan on going through my existing examples and tidying them up, but I'm wondering what it is that people would want to see in my code. I gather reusable and sensible functions and classes is a must, but what about commenting? How far do I go with commenting? Should I imagine that someone has taken over my game and needs to know what each var and function does?   With presenting my source code, what's the best way to go about doing this? Should I throw up the original files or paste them into a Word document first?   Also, what should I do for my next demo piece? I've got a couple of games that I'm working on, but would something more focused be beneficial? An example of shaders I've created, some physics demos? What would give me the edge in getting out of education and into the games world?   Any advice or links would be greatly appreciated, so thanks in advance!
  5. Everybody's favourite company does it again... http://trunc.it/go43o #foxconn