• Announcements

    • khawk

      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.

Philip Buuck

Members
  • Content count

    5
  • Joined

  • Last visited

Community Reputation

148 Neutral

About Philip Buuck

  • Rank
    Newbie
  1. After teaching a game dev bootcamp for teens over the summer, I've had the itch to start a blog to help people get into programming/game dev/building stuff. The only thing is that there are a ton of directions to take this vague idea, and I want to write things that, you know, people want to read. I'm working as a professional game programmer, finishing a master's degree in computer science after getting an unrelated bachelor's degree, I've tested ways to make myself more productive, I believe I interview well, and I am not afraid to negotiate salary. I don't write that to sound like I'm bragging, I'm just trying to describe what I feel I'm bringing to the table. So what would you find more interesting to read about, or what is most outside of your personal wheelhouse?   A) Making games / getting into the game industry B) Productivity / increasing your focus on coding C) Interviewing / negotiating / getting a job D) Programming skills / debugging / building things a step at a time E) Something else altogether?   A lot of people start programming blogs, but they're generally very unfocused or full of the same information as everyone else (learn C++! Starting out in web dev! The best IDE to use!). All of that is important and I have my opinions, but I want to actually add value to the internet. I'd love if you'd vote for one of the options I wrote by leaving a comment. If you're already solid in everything I listed, a vote for what you think less experienced people could use would be great too. Thanks everyone!
  2. Hi everyone, I'm a grad student in game development and programming and I'm studying the Quake family of engines. To that end, I developed a tutorial, complete with a small test unit program, on how Doom, Quake, and Quake 2 use malloc() and free() manage their memory. The tutorial is here on my site: [url="http://philipbuuck.com/the-zone-memory-allocation-system-in-quake-2"]http://philipbuuck.c...stem-in-quake-2[/url] I know it's not always ideal to have links in theses forums - moderators, is their a submission method where I could offer this up as a post on gamedev.net itself as well? It took me several hours to put this together, and I'm hoping it can help beginning programmers learn how to manage memory. Granted, its the C language, which isn't used as often nowadays, but I'm pretty proud of this article. I hope someone gets some use out of it! Philip
  3. Has anyone here ever read or heard of the book Software Engineering for Game Developers? I first got this book back in 2006, and while the book itself is too painful to read though, the attached CD was incredible. It included a fully developed (though difficult to play) game called Ankh, and they presented it in 15 different 'stripes' showing the game in different states of development. I found it to be a great resource to see how the author put the basic initialization code together, and then added classes that formed the game more and more. Has anyone heard of anything else doing this? I haven't, but seeing code being developed like that was so helpful that I'm surprised it isn't done more often.
  4. There are hundreds of videos online of people programming basic games. Programming is an art in and of itself - start putting together projects instead of worrying about the correct language to use. XNA has a great support system though, and is a great way to get started.
  5. The Linear Algebra book by Strang is pretty good, in my opinion. Much of that space is taken up by the HUGE amount of problems he has at the end of each chapter - the actual material presented is light, but there's plenty of self-education in those problems. Careful though, many of them are written for people with extensive math backgrounds already - I took a year of calculus but found he was assuming some knowledge I didn't have. Those books look very theoretical overall, which isn't a problem if that's what you like. Many of them are more applicable for computer graphics people - for anyone who wants to be a game programmer and isn't as sold on graphics theory, they're less essential.