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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 LakshmiNarayanan

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  1. Hey, I've never done network programming before. I just have some minor exposure to Photon Networking in Unity, I want to know more about TCP/UDP, Socket programming etc and the pathway to learn Network programming as my major area of interest is working on a E-Sport game.   Please give me details on network programming/ where to start on network programming.   Thank you
  2. Wow amazing article ! I am trying to learn in depth about Quad trees. Can you provide the project file (or a sample project file).   Great work !
  3. Unity

    Hey thanks a lot everyone for giving me the input. Oh yeah I am going to try the new Unity3D beta and see the new stuff which is shipped along with it.  Hearthstone was made in Unity? Thats awesome. Right now I am still working on the paper prototyping. We are doing some changes everyday, playtesting and iterating. I have started writing basic functions for the game in Unity, but haven't gone in depth. Do you guys have any suggestions on what kind of design pattern would suit card games? (If I am not wrong Factory pattern? and singleton by default for game/sound manager?)    Thanks for the headsup!
  4. Hey guys,   I want to make a TCG and my paper prototype is in a significant stage of development. I was wondeing If Unity3D would be a good choice as my experience in Game Development is working for a year in Unity3D. Though I want to spend some time building my own framework, I don't think I have the luxury to do that. I do have some time and money constraint as well. I thought I would start the game in Unity3D with the TCG Tool Kit.   Please let me know if this is the best option or if there is any other Engine (Exclusive for TCG) that would save my time.         Thanks, V.Lakshminarayanan
  5. Unity

    hey thanks a lot , Yes i was very careless.. I forgot that my previous build didnt include the "intro video" which was around 26 mb. Fortunately I was able to compress it to 12 Mb.. so my build size is around 90 now :) :D
  6. Unity

      Hey, Yes I tried hard on Unity3D forums but looks like I wasn't lucky enough to get some tips there.  Now Ill go through the links you've provided and Ill get back and post here the update,   Do u know what all the aspects that affect the build size?  Like quality settings/ texture compressions and lightmaps?  My build was 75 Mb yesterday, i did some changes in Quality settings/ texture compressions and lightmaps ... and my build size came to 105 mb. Please help me on this as well..also let me know what are all the aspects that can affect the build size... stripping levels didnt help me much.   Thanks a lot again
  7. Use Unity3D , get accustomed to game dev (It supports 2D now) and then move to Cocos2d
  8. Hi,   I have created a game using Unity3d for Ipad3, but I am not able to make it run on IPAD2, but it runs on devices in android like Galaxy tab7/ tab 10 etc.   I would like to know about the following:   1. How to increase/decrease the resolution of a group of Images used in the tab based on the device we use.(Ipad2/ipad3) 2. What are the things we should check when deploying a multi platform game. 3. presently we use the Unity Version control to manage the android game, but is it possible to use 1 Project overall for both android and iOs? 4. currently we feel that exporting anything from the iOs pack to  the android project gives us issues on GUI placement hence I need to re work on GUI if I export it into Android, is there any solution for that? . (I am not using NGUI or any GUI tools as of now)       Thanks in advance guys !!  
  9. Hey guys, We have  created a 3D world game using Unity and is working successfully on iPad 3 but laggs terribly on Galaxy Tabs. The response to touch input is very buggy, We spent a lot of days trying to fix a lot of thigns, the tris and verts are well under the limits. I want to make sure my game doesn't lag on lower end devices and works fine on Android devices. Could anyone please tell me which API level I should use by default in Android SDK and in the buildsettings? . is there any specific build settings for Android in Unity?     Thanks :D
  10. Thanks a lot :)
  11.   Hi its not like that , i've finished 2 projects already I aksed that question because I wanted to know if i did it the right way Anyway pls leave that , Do let me know how do i create a 2D matrix grid for this game 
  12. Sure add me lakshminarayanan.raghavan@gmail.com and give me a ping. Imy timing is +5:30. Will be free except 2pm to 6pm IST ... m doing my 3rd project in XNA now....:D I can help u a little 
  13. Hey guys, I am planning to code a battleship game for my network module. Turn based 2D game. I would like to know if creating a 2D grid and placing the sprites on it is the best way to do it ? if so, pls give me some link so I can learn about it . Do give me some tips/ inputs in creating this game in general as well. 
  14. Hey guys , after going thru the initial learning about how things work back in novemeber, i thought i ll join up certification classes as it might be of a little help 1 Thing i learnt is that C++ is NOT the cup of tea for game programming beginners. (I learnt C , C++ java all in my Bachelors degree (Computer Sci Engg) thats like basic + a little of advanced of theoretical knowledge and not much exp into high level coding) Ok so i rounded it off to .NET and Java, Right now my aim is to learn a language which i can use it for game programming in future and my plan would be is to complete this course (work for a year in some software company mostly) and then do my PG in Computer Science Engg (which willl strengthen my programming skills as well as its very cheap compared to game programming courses and i dont find much difference as game programming companies hire "programmers / with exp" and getting a degree in Game Prog is not really of that an edge for the fees we pay for . So my idea is to take up .NET now get certification and then do an Certification in android as well , m i making the right step, ill be doing PG / MS in computer science soon and hopefully get placed in a game company one day !
  15. [quote name='way2lazy2care' timestamp='1320934034' post='4882583'] If you don't want to be a graphics programmer there's not that huge a reason to have more than a basic knowledge of graphics programming. If you're comfortable with linear algebra you will be fine for the most part. The vast majority of things you need to learn for a 3D game can be learned much faster in 2D, and 2D games give you a much greater ability to focus on making the game fun if you have a small team. If you're still in school I would definitely recommend the 2D game 3D tech demo route as you'll save time in the long run and end up with 2 impressive things instead of one less impressive thing. That said, I would look at XNA, just java(not android), or C++. I wouldn't jump into android or iphone right away. Platform specific development will just complicate stuff for you right now; it's really easy to add platform specific knowledge to a strong general base, so build the base first. That said, I'd really recommend XNA/C# because there's so many tutorials and tools that make it really a pleasure to make games, and you don't have to worry about things that aren't making games. You can prototype a full game in under a week with XNA, farseer, and the wide array of XNA samples there. It's just so easy and lets you really focus on making the game fun rather than making the game work. Sidenote: I find that a lot of students want to make their awesome 3D multiplayer game idea as their final project. Don't do that. Remember to keep your scope realistic for both your skill level and your schedule and don't forget that a fun 2D game is more fun than a crap 3D game. [/quote] Hey, thanks a lot , im gonna start off with C#.XNA and lol i did have a plan of making a game for final year project , probably an android app or something but then that was 2 months back, i changed my mind n started loooking into ieee papers