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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. [quote name='d k h' timestamp='1321396506' post='4884333'] I'm using PIX 9.26 for single-frame capturing and I can't step seem to step through the shader. All I get is the calls the main game loop makes to D3D functions. I'm no PIX expert, how would I go about doing that? [/quote] I got an error like "CreateTexture failed." everytime I attempt to debug a pixel in PIX, but if I turn off shadow mapping, I can debug pixels without that error, maybe this can help? Take a look at this: [url="http://www.gamedev.net/topic/572243-pix-error-with-createtexture/"]http://www.gamedev.net/topic/572243-pix-error-with-createtexture/[/url]
  2. Hello everybody!
  3. Hello, Mr Hodgman, thanks for your reply! I am very happy that you understand my point and give me useful suggestions, I appreciate it, thank you!
  4. Hi, Mr Tachikoma, thank you for your great reply! You advice is very constructive, and it can help me a lot. Like you said, the reason I love RE(Reverse Engineering), is through RE I learned a lot, like debugging strategies, like debugging a crash dump of a release build, it's difficult if you don't know what's going on at the low level, like how the parameters being passed, and how to track them. Thank you again, Mr Tachikoma.
  5. Hello, dpadam450, Thank you for your reply. Like you said, I am going to them, I can't afford to wait for recruiters coming to me, it won't happen:) You gave me a definitely no on reverse engineering, it's not for games anyway. So your opinion is, I should not mention it in my resume and interviews? It's strictly prohibited or a gray area nobody would like to touch? And is it OK to just mention it, I am going to apply a programming job anyway, not a reverse engineer. Thank you again.
  6. [size=2]Thank you for your reply, Tom.[/size][size=2]I thought my resume was too normal, just C++, Direct3D and Lua, and so on, everybody has these items in his resume. How am I supposed to attract the recruiters at the first place? So I think reverse engineering skill may make me different, through the demo, I want to show my passion in studying the great technologies and high performance, and I am qualified to work immediately. (Because reverse engineering is very time consuming, especially when you are trying to analyze the architecture rather than just crack a password protection.)[/size] Now that it's not very marketable, and I also believe it's just a skill to solve problems, I think I should probably lower its priority, put more emphasis on elsewhere. I have another concern: Will the recruiters feel uncomfortable when they see a reverse engineering demo? "What the heck is this guy thinking about? He is violating the law!", maybe something like this. I think, to different individuals, the answers vary, there is no universal answer to it, but your opinions will definitely help. Thanks again.
  7. Hello, everyone: I am a junior programmer with 2-year-experience, I am going to find a new game/engine programming job in a short time, I have a question: Is reverse engineering being regarded as a valuable skill when applying a new job? Is it appropriate to send a reverse engineering demo along with my resume? Like a rendering demo almost identical to a successful commercial game, since I think it shows that I have a good understanding of low-level engine programming. (By the way, I do reverse engineering for educational purposes only) Thanks.