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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.

Loulou15

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  1. [b]This would be a cut scene![/b] In first person, we don’t see the character yet, just where they are heading. They are running, heavily breathing. The rain is pounding down around them; the wind is rocking the trees back and forth and stirring up howling noises. The time is dusk, so there is still some light but the air is thick with autumn fog. The camera turns as if the character looks back, we see the looming tower in the distance. The character falls to their knees, all we see are two muddy, skinny white arms and the fact they are carrying a blood stained jumper. The character reaches the house (as seen in your first picture of in game footage), they turn the handle and rush inside. For the first time the character is revealed as the camera pans out. A dark haired twenty something woman, her face cut and her clothes torn. She stands now with her back against the door, catching her breath. She moves quickly to a table and fumbles about with matches and candles trying to light the dark house. I would love to know more about whether it is going to be a set adventure that the player has to "follow" or whether the protagonist can go to the different locations by choice, sort of free roam so to speak and uncover clues etc as they go along. Also, sorry if you have already said this, but what platforms would this be played on? Just to clarify...I have never written for a game before, extremely new to this, but if you like my idea I can run with it further! Thanks, Louise