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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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About ExtinctDinosaur

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  1. Homecoming Joshua was adopted by his aunt and uncle at a very young age when both of his parents went missing. They were never found after an extensive search, and they told no one of any plans to leave or anything of the sort. Joshua is now 14 (? age changeable). He has had an uneventful life so far with his aunt and uncle but wishes to return to his hometown to talk to friends of his parents and find out if anyone has any information about what happened. He saved up money for a few weeks and then snuck out of his aunt and uncle's home one night, taking a hired taxi to his hometown of Pleasantwood. At this late hour, Joshua is the only person on the streets and the driver gives him a queer look, no doubt wondering what a kid is doing out alone at night. He seems friendly enough, so Joshua explains that he is going to visit his hometown, leaving out the details about his parents. After a few minutes of small chat, Joshua eases back into his seat and turns his attention to the window as a gentle drizzle patters against the glass. The trip should take several hours, and it's late, so Joshua begins to let sleep take him. He is ripped from his dreams by the screeching of rubber on asphalt and a jarring pain as his head bangs against the window.The next thing Joshua is aware of is the roaring, crashing pandemonium as the bus crashes nose first into a tree and his world goes black. It must have been only a moment, for when he opened his eyes he still had fresh blood oozing from a cut on his forehead. He then noticed the driver and screamed for the first of many times this night. The man was covered in blood and sat unmoving with his neck hanging limply at an awkward, grotesque angle. Joshua quickly scrambles out of the car and checks the pockets of the unresponsive driver for a phone, but finds nothing. The man is most certainly dead, but Joshua knows he must get help and report the incident. Shakily making his way to the road, he notices a street sign that reads: Pleasantwood 1 Mile. He sets off, breathing heavily . . . **At this point the game starts and the horror elements begin. Maybe he makes it to town and it is silent hill-esque, strange and everything seems aged and there is a strange, out-out-place and ominous tower sitting in the center of town that certainly shouldn't be there.** So you have a whole town to explore and can find clues about your missing parents and how they are tied into the strange happenings, and how you (Joshua or whatever his name ends up being) are involved [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]