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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 Gnarlyman

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  1. [color=#282828][font=helvetica, arial, sans-serif]I'm interested in learning the alogrithm(s) behind UV unwrapping. I'd like to bat around generating my own textures for pre-existing 3D models via code, but, of course, I have to know the UVW info first. What's the algorithm, and can one use said algorithm(s) to store the coordinate points in some sort of array with values attached to the array elements (so one can write code for the elements)? [/font][/color] [color=#282828][font=helvetica, arial, sans-serif]First things first, of course, and that's to find the algorithm(s).[/font][/color] [color=#282828][font=helvetica, arial, sans-serif]Thanks! [/font][/color]
  2. Thanks MJP! Very much obliged. I guess my next Q is... Once the screen space in coordinates is achieved, what is the general description of the pixel-painting process? I know a lot of things like texture mapping and lighting and shading (obviously) enter here; I'm simply looking for an overall summation, whether or not any math is included, of the process so I can understand the conceptual logic of the "painting part".
  3. Hiya, As the subject line asks, what's the general process by which an engine takes the frustum coordinates (and actually, this assumes that data has already been put into -1,-1,-1 1,1,1 view box coords) and gets all the way to pixels on da screen? Thanks!
  4. Thanks, I looked all of that up and have gotten a good handle on it. Thanks again. My next question would be... What's the general logic and process that governs the detection of meshes and...everything in the environment, really, within the viewing frustum?
  5. I'd like to know... How is the actual camera, and what it views, and et cetera, programmed? Obviously, that's tied to draw distance, but much more so, I'm very curious/puzzled as to the math/programming involved in cameras, which obviously have to "draw more of" the environment with the receding distance. Is there a certain ratio or math to get the cam to look right? I'm trying to code a camera system from scratch, and I'd like to know how to go about it. I hope this Q is coming across in a more or less understandable manner... Thanks!