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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. [quote name='glhf' timestamp='1333969926' post='4929506'] [quote name='SimonForsman' timestamp='1333950034' post='4929467'] [quote name='glhf' timestamp='1332842306' post='4925608'] Next time I'm making a thread I'll make sure to say I'm only interested in people with same opinion. [/quote] This is a discussion forum, discussions where everyone agrees with eachother aren't really discussions and don't really lead to anything, If you want a place to post your opinions without having them challenged i'd recommend getting a blog, disable comments and add a facebook "like" button [/quote] I disagree. The discussions where everyone is already of the same major conclusion are the discussions that DO lead somewhere. Because then we all can discuss how to improve the major conclusion with many minor conclusions. [/quote] UHM.. Even if you're set on making a certain feature workable, opinions of why it doesn't work can help you to strengthen it.. You gotta start relying more on thinking and less on people agreeing with you.. I'd suggest going to your local library and picking up a book by Eward De Bono, I've heard they're really good at helping to develop thinking skills.. (The one I just started seems to be really helpful anyway)
  2. [quote name='Stupice' timestamp='1331631588' post='4921611'] Also, "start from the basics?" What basics? Are my basics and your basics the same? There seem to be some warped perspectives on using authoritative resources here. Like, "figure it out yourself in the dark and it'll be that much sweeter." Sure, you can learn to paint or play the guitar without ever cracking a book or taking a lesson, but you would WASTE SO MUCH TIME. Doesn't game design take enough time as it is? There's a lot of what I call "go with your heart" advice happening here. Advice that pop-philosophically questions the relevance of the initial question itself without working to add anything of substance to the discussion. [/quote] Brainstorm what kind of npcs and objects would appear within the setting/theme of any given level.. What's naturally occuring? Man made? Friend? Enemy? Whatever other category you feel is worth adding! Come up with various ways they can interact with each other and the player.. How can be they hazardous? helpful? What's inherently interesting about them? Settle on the gameplay mechanics they add.. It can be helpful to look towards other games to help with ideas, but if they're your main source of inspiration.. your game is a lot more likely to be derivative..
  3. Another option is 2D skeletal/bone animations.. Just saw this the other day [url="http://www.kickstarter.com/projects/539087245/spriter"]http://www.kickstarter.com/projects/539087245/spriter[/url] Could be promising..