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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.

Red Piper

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  1. Any new years resolutions?
  2. [quote name='Tom Sloper' timestamp='1325377233' post='4898568'] And what is the purpose of your post? A - You're asking how to recruit your crew B - You're asking for people to join your crew If the question is A, then this belongs in Production & Management. If the purpose is B, then this thread needs to be closed/deleted, and you need to post in Help Wanted. [/quote] Thanks for asking that, I would say it would be in both fields, in which case this would belong in Help wanted? Thanks again.
  3. I've been working on Aieslum's concept for the past 12 years, It went through many changes in both its lore and game mechanics. I decided after over a decade that the final result would be of a 2.5d Plat former (like that of a "movement style" from Golden ax), with a battle system similar to a generic beat-em-up, with several new "add-ons", such as having an "Artillery mode" and a "Hand to hand" Mode. The objective of the game will vary from mode to mode (In the story mode, it would vary depending on the mission/stage). They could range from a simple "Take out all enemies and proceed" to "Defend the tower by hiring new units/turrets for "X" Amount of time" (Tower defense.) I have allot of text documents that point out many of the features I've considered for the game. Units, Items, Stages, and many, many other concepts. However other than my text I only have Concept art. Which I shall upload here as time goes by, however it's only character concept art. I'll be needing a crew to complete this game series, as I have plans for sequels. I did not spend 12 years just thinking about one game. However I do not plan to start on this game until I get college done, but i would like to organize the crew beforehand. I will upload the character concepts on request. Same goes for the text files. Happy new year.
  4. Mario Kart 64.... I spend so many hours on that game. SO... MANY... HOURS...
  5. When it comes to gaming, I mean. Alot of times I see or hear of great ideas from people who have no programming knowledge, just as often i see great programmers/devs who just have no ideas at all. Would anybody here agree that ideas are just as valuable as knowledge, or are ideas not as valuable?
  6. [quote name='Eelco' timestamp='1325355128' post='4898508'] [quote name='ZogJhones' timestamp='1325352213' post='4898488'] Monetary System. The US government/economy is mostly concerned with gaining a monetary gain out of... pretty much everything. [/quote] Yeah, you rarely hear of anyone operating a refinery as a charity. It sounds like a splendid idea though; whats keeping you? [/quote] College.
  7. Monetary System. The US government/economy is mostly concerned with gaining a monetary gain out of... pretty much everything.
  8. Hello all, just thought I'd make my first post by introducing myself. I've been working on a project for the past 12 years, however, the project has only been theoretical, with an established story line, game concept, and "stats". Thus far I've only come up with some concept art (mostly by friends), and a large amount of text documents. I come here to learn the fundamentals of game design, and hopefully meet a designer or two that would like to help me with my project. I'll be uploading my work later on as i get to know the community, and the community gets to know me. Anyhow I hope I enjoy my stay here, also, Happy new year.