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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. Thanks to you both! Just ordered a book to go for c# and will consider other possibilities (C++ and XNA) thereafter.
  2. Heya, I am aware that there are a lot of threads about that and I already read big parts of http://www.gamedev.net/topic/526738-why-c-xna-when-everyone-wants-cc But this thread for example is from 2009 and it mentions several times that lots of devs did not adapt to C# yet, so... But let's get to my background: In school I first learned hypercard, but as it was on the mac I learned toolbook at home. But in both cases just basic knowledge. In the next school I learned the basics of C++ and had a very short peek into assembler. And since then for the next 10 years I didn't much with programming besides of fiddling around with basic php now and then. My personal attributes: perfectionism good at understanding but bad at memorizing commands very hard to motivate, especially without more or less immediate results while patient when motivated, very low attention span when unmotivated and you can probably guess that these attributes don't work too well with each other as in: Starting something, realizing I am not able to do it like I intended to -> dropping it I am writing that, not because I want psychological help, but to make a better picture of the situation. Now I wanted to do + learn to do something "productive and creative" again. So I bought a book for Visual C++ 2010, which works with C++/CLI At maybe 2/3 of the book I had a question which was not really explained in the book, and I looked around, asked, and it seems like C++/CLI is rather exotic and not really used that much. Now I am wondering what to do. I mean, I will torture myself to get through the rest of the book, but I am wondering what to do after that. My idea was to start to program little games, or basically experiment with concepts and build upon that, grow, and in the end being able to do that with mmo-style games (and I am not talking about making an "WoW2 on my own" but about very "small" scale projects, like elements of browsergames, Unity Engine or something similar, maybe just concepts or ideas in them, and at this point maybe join a group) So what I want to do, is to work and learn in a direction and build on that. What I do not want is to repeat what I did in the past: Learn something, come to the conclusion that what I just learned is worth zero (besides of basic concepts) and start over. So what do you think is best in my case? Should I go on looking into C++/CLI? Is this used at all? Should I forget about CLI and just learn C++? Or is C# the best choice in this case? I am currently sympathizing with C#, but I fear reaching a certain point at which I experience a "from here on, you must use C++, please start over again", especially in regard to the net-structure of what I intend to do in the long term. I'd welcome any advice.