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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.

DesmondClark

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  1. Here's mine. Always appreciate feedback. Haven't posted in a while, but I'm working on getting it up and running again and adding all my new stuff.    https://soundcloud.com/desmonfro
  2. Please take some time to check this short film by my school's film Club, entitled "Unconditional". It won Best Film, Best Actress, Best Writing, Best Cinematography in our school Film Festival and also Best Original Score, written by me! We're trying to get lots of hits, so if you'd please take the time to follow the link, and like it, comment on it, and share it, that'd be just grand! [url="https://vimeo.com/41293739"]https://vimeo.com/41293739[/url]
  3. the most practical solution to this, in my opinion, would be if you or a close friend has an iphone. The mic quality actually seems to be pretty decent considering it's primary function is just voice memo. (i'm no sound pro, nor do I know the specs of the iphone microphone, but the few things I've recorded are not bad for certain things. )
  4. I think if you feel comfortable doing electronica and heavy rhythmic stuff (hip hop) then the biggest contribution to your compositional palette would be learning how to write for orchestral instruments. And it really doesn't have to be playable music, because the chances of working on a game that has the budget for a live orchestra is slim as there are so few companies that go down that route. So really, just look into making that orchestral "sound". Some games designers will just want their strings and then you won't have a way around it. One tip I can give you, if you're producing multiple albums, then you're obviously familiar with harmony and all that jazz. Don't think of it as a "huge string arrangements, think of it as just a bunch of separate lines that all fit together. I assume if you had a single instrument playing 'Mary had a little lamb' or some other simple tune, you could harmonize it, strings are no different than anything else. Figure out a melody, then make something that sounds good along with it. and then do it again, and again, and again. Sure there are some people who have the keyboard skills to load a string patch in a program and just play all the parts in on one track, in one pass and have it sound great, but there are plenty of people who write in one line at a time, and make music that is just as appealing. Good luck! PS-I will listen to your tracks when I have a bit more time. I need to get to sleep, have to be up in 4 hours, lol. I look forward to hearing them though.
  5. I'm digging this up from a while back, but nathan, do you know any other site's like Bear's? Just a composer going through their compositional thought process on stuff? I keep finding random stuff on youtube, but I really like that there are literally hours and hours of reading and examples of his compositional process. It's really interesting to see, and hard to find. Sorry for bumping this.