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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.

MikeNatty

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  1. Hi all, first post at gemedev. Fantastic resource, hoping someone can offer a little advice. First off, I haven't done a heap of game development - mostly application dev - and as such, need a little guidance. My problem is this:[list] [*]I have a complex uv textured mesh. Any 'section' of this mesh could contain, concave, convex and/or cylindrical forms) [*]I need to be able to place a decal of sorts onto this mesh and be able to adjust translation, scale and orientation of the decal [*]The solution must be able to wrap around the surface completely as a sticker would (so I can't use projection onto the surface as this would not allow wrapping around cylindrical portions) [*]Performance is not critical, a simple solution would be preferred over performance-optimized one [/list] I have looked into Eric Lengyel's Applying Decals to Arbitray Surfaces from Game Programming Gems II, and although a little over my head at this stage, I will be able to work through it if it is indeed the best solution. (I want to ask here first before devoting too much time to this solution). So... If I can't use projection, what is the process for mapping the decal to the texture? To begin, I would:[list] [*]Find the intersection point for the decal/stencil [*]Find the face normal and an angle of orientation [*][color=#b22222]Now... How can I continue to follow this orientation line along the different faces? (i.e. the vector changes each time we enter a new face)[/color] [/list] If I could work that out, then I could apply the decal directly to the texture...perhaps! Would * really* appreciate any guidance you can offer and links to any resources that may be of some help. My math knowledge is pretty basic but I can usually learn what I need to get the job done. Big thanks, Mike