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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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About Joe_Reynolds

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  1. Hey guys, just a quick question.   I've had my audio integrated into a game (always a good start) but I found myself being annoyed at a few things.   .The menu music is too loud relative to everything else .The in-game sound effects are also too loud   Would I make these quieter before sending them of to the programmer or would it be the programmers job to adjust these levels?   Cheers guys!  
  2. [quote name='Calum Bowen' timestamp='1320232847' post='4879618'] In terms of compositional ideas, I found the second link more compelling. It is also not necessarily my style but these are good drum-driven with some energy to them! I definitely agree about the drums sounding quite mechanical and robotic and considering they are a key element of these pieces, they ought to be on the money! Moritz's soundcloud link is making me want to shell out some cash for this. But as with most things the more you work on them the better they will sound - it may seem like a tiny thing in the grand scheme of things but spending that hour or two just focusing on making the drums sound real and great will keep anyone from having any criticisms! I imagine this game was a driving/action game? Perhaps i'm just being influence by the image on youtube. Although youtube is good for getting yourself out there - it does seem unnecessary as you just have a still image - definitely think about uploading things elsewhere - perhaps soundcloud! Calum [/quote] hmm maybe I will reconsider re-programming the drums. As for youtube, I use it as free storage for all my crap because I am terrible at storing stuff, I usually end up deleting/losing it accidentally and youtube prevernts that
  3. [quote name='Moritz P.G. Katz' timestamp='1320186170' post='4879418'] Hello, You've got some interesting ideas there. Not exactly my cup o' tea, but you sound individual, that's a good thing. One thing you can improve a lot on is your drum programming, to me it sounds very mechanical. What plugin did you use for that? You can breathe more life into drums by using ghost notes and applying different velocity values with more care. Also, a common mistake is to do too much. Sometimes a simple beat sounds much more sophisticated than filling every 16th gap with a snare or kick drum. Watch some drum videos, maybe even get a lesson or two yourself. Helped me an awful lot with my programming skills! On your overall mix: I can tell you really tried to get the most volume out of the tracks by using heavy limiting. This can kill the dynamics of a song if it isn't done properly. As the result, your tracks sound mushy and will probably tire players out pretty quick. (although listening habits have changed a lot during the last years - most people are quite accustomed to digital clipping nowadays) That aside, YouTube will also reduce the audio quality during conversion. You may want to upload your songs to SoundCloud or something similar next time! All in all, I can recommend reading the mastering guide on [url="http://www.tarekith.com"]my friend Tarekith's website[/url]. Cheers and good luck with your music, Moritz [/quote] Thanks for the reply, this is my first time ever mixing sub bass, which ate heavily into my headroom and pushed the master compressor more than I would have liked. I used Addictive drums for the drums. I would've liked more dynamic drums but the ghost notes kep getting easily lost under some of the busier parts and I'm not one to tinker with automation for hours on end. I'll check out your article
  4. Hey guys, just showing some stuff I did last week. Would love to get critiscm on anything (mixing, composition etc...) I have another 3 tracks to go so I may post those later http://www.youtube.com/watch?v=04Vm_oxdbEM http://www.youtube.com/watch?v=nEs1xF2ogUs I'm not fond of the mix on the last link, too much ride cymbal and wayyy too much high end, will have to remix it...