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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='Hodgman' timestamp='1333190718' post='4926905'] Nobody "owns" those gameplay elements -- gameplay elements like that are not subject to copyright. [/quote] Ok was just concerned about HOW I am expressing it. However that dot heroes game does it the same way I am intending on doing it and they are fine. So I am pretty sure I am safe regardless. Thanks.
  2. I have started working on a MMO project that is based off of the genre of the old school Legend of Zelda (2d). This includes gathering items, using items and, and crawling through puzzling dungeons with said items to advance in the game. Now besides that everything else it completely original and built clean room. My problem is that Zelda is the only type in its actual genre. So the advice I am requesting is this, do those simple mechanics attached to a similar style of 2d tiled maps put me at risk of these crap “Look and Feel” laws? Even though the game is completely original past that point? Does the fact that it is MMO blow the “Look and Feel” laws away because they never released an MMO? Do additional mechanics change the fact that the base mechanics are there in a legal way? This seems like a ridiculous scenario but with Nintendo butchering them selves with the too soon release of the 3DS I do not want to see them trying to kill my project in court for some extra cash as many failing companies will attempt to do. This is very concerning that a company can sue for saying your game “kinda” plays like theirs in only SOME ways. Thanks for your time.