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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.

Jonathon Lewis

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  1. Thanks for the information, guys. I think I will read through "Killer Game Programming", as daviangel suggested, because it sounds like there is little reason not to. After that I will go ahead and use the Slick library for a while until I get extremely confortable with it. I probably won't dabble with creating an engine for a while, even though it does sound interesting.
  2. Hello! In order to help you guys determine what I should start with, I'll give you a little background knowledge of myself. I am currently a high school senior planning to go into college for Computer Science. I absolutely love programming, and am rather known around my school as being the "best" programmer. This year we began learning Java, and due to my ease of learning the language and comprehension of doing so, I finished my first two semesters in the first semester of the class. My programming teacher allowed me to go into independent study for the rest of the year, and I chose to do game development with Java. Game development had always been my aim but I could never really grasp the concepts behind it. Admittedly, I'm still short when it comes to knowledge on the topic. I've searched around places, but I'd like to be pointed in the right direction about where exactly I should start learning these things. My teacher does have the book "Killer Game Programming in Java", but it was written in 2005 and I remember reading that it uses Java2D instead of a library of some sort, which leads me to my next question... I understand that a library is used in order to make game programming easier, but what exactly is the difference between a library and an engine? My goal is to spend this semester learning the game development process of 2D games in Java, and submit a decently-polished 2D game (Possibly a small RPG or platformer), as my final project. I intend to pursue a career in game development, and I am actually rather excited to start learning these things. I chose Java as my language of choice because I am familiar with it and because my projects need to be written in Java in order to earn credit for this year's course, in case anybody was curious. Thanks in advance for any help I may receive!