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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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  1. Hello, I am introducing Black Dragon Studios, LLC and our first gaming project [url="http://black-dragon-studios.com/index.php/galactic-patrol-pirates/6-galactic-patrol-pirates"]Galactic Patrol Pirates[/url]! While it is currently being developed for PC play, our ultimate goal is for it's release as a mobile/tablet game. The game puts a single player into the role of a pirate during a galactic civil war. The player survives and improves over time by completing a variety missions. A map of stars is generated randomly at the beginning of each new game with a solar system being generated for each star. The player starts out at the pirate base and as the player successfully completes missions he is awarded with cash which is used to replenish supplies, upgrade his space ship with new internal systems, or even purchase a new ship with a different hull design. Ships can be reconfigured to appropriately match the type of mission that is to be completed. The player is competing against other pirates which are controlled by the computer. The game is won or lost at the conclusion of a specified number of missions set by the player and is based on a total score accumulated during the game. We are hoping to start beta-testing in the next 60 days, and hope that between now and then we do some networking, get ourselves out there and get some interest (and feedback) about the game!