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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 CatalinAvram

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  1. I recommend going to university for computer science. School teaches you to learn, and that is the greatest asset one can have in this field.
  2. For a 2d android game, you might want to use AndEngine - I have had good experience with it. But not sure about your requirements of low level libraries with no low level coding :/
  3. So anybody has an invite to Ello? Highly appreciated :D
  4. My new year's resolution is 2560x1600.
  5. I applied for universities in 2002 for Computer Science.  I applied to UofT, YorkU, Carleton, Waterloo and Laurier.  I got in all of them in the Computer Science program with an average of about 83 I think.  I did not get any scholarships except for Carleton.  Mind you, this was the time when OAC (grade 13 was in effect) - but I don't think that should make a difference.    I was also fortunate enough that my highschool offered AP courses, so i took AP Calculus and AP Physics.  This meant that I basically aced my first year calculus and physics courses because the material from the AP course was almost identical :)   In the end I chose York because of location and also they had a brand new computer science building (new labs, new everything).  I don't regret my decision, York U was awesome :D   I hope this helps
  6. Facebook - making average experiences look awesome since 2006
  7. So there is a team of scientists that have developed a new kind of super-quantum-computer, that's a bajillion times more powerful than any previous computer. They have this new computer sitting in their lab, solving every problem that they throw at it. It solves chess, chews through the SETI and folding@home databases in about an hour, calculates huge prime numbers in seconds. So they don't know what to do with their idle hyper-computer until one day a student comes up with an idea for a simu...
  8. Not only that you CAN learn new things at any age, YOU SHOULD. You should ALWAYS ALWAYS always learn new things - weather it's work/technology related, or just for fun, or a new skill or craft - you should always keep learning, keep reading and keep dreaming. And to answer your question directly, I just learned how to play guitar in the last year and I'm 29.
  9. Although I am not an artist, I only heard good things about Blender and K-3D. Your requirement is to build a portfolio. My suggestion is to pick one of the above (let's say Blender) and start doing 3D art. Once you know how to use one of them, when you switch to Maya or 3DS you will probably know how to use at least 75% of the features. There's a similar analogy in the programming world when it comes to IDEs - should I use a free one or a commercial one. In the end, it doesn't matter that much. What matters is the end result. These tools you can learn as you go along. Think about this as learning to drive in a cheap car vs learning to drive in a BMW M6 - you can achieve the same result with both [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] In terms of what game developers "prefer" - well this is very specific per project. Some game studios even have their own custom data files, so you shouldn't worry too much about what programmers prefer in general, but focus more on your actual art.
  10. As others have pointed above, University is not training you for a job, but it will teach you how to LEARN. This is the most important thing I have come out of from University: I have gained the ability to learn. Indeed you can learn by yourself too, but when in school - you have a prof (a mentor let's say) and colleagues (which in the future will be the equivalent of co-workers). No person in this world lives their life on their own. You need to experience being/talking/interacting with others. The actual details you learn during your courses will not necessary help you FIRST HAND in your job (or maybe they will less than 5% of the time), but the fact that you are going through those courses, doing the labs, the exams, learning the theory, etc is what's going to make you that much of a better person in the future. Also, a good advice for anyone doing technical majors in school is to try to take as many electives as possible that are OUTSIDE technical subjects. (ie - take arts, philosophy, psychology, etc). You will become a well rounded person and that helps a lot, especially in game design / game development.
  11. Why do women like men who are smart, goal oriented and have a sense of humour? Because opposites attract.
  12. Radar 407 east past keele