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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. I really enjoyed that :) I think the only thing would be to add more reverb especially to the strings.
  2. Nice :) I don't agree with the need for realistic samples which YoungProdigy said. However I agree that you need to work on panning and you take into account the range of instruments when playing together. I feel like maybe a slight touch/more reverb could help meld the sounds together. I thought it was a bit distracting how the synth phases with the panning when everything else is close to the centre. Other than that it was a noice track!
  3. I was watching this video on youtube and thought it was really interesting. It's awesome how far computer music programs have come in the last 30 years or so. This video seems to have been made around about when MIDI standardization first came out.  Well here it is: https://www.youtube.com/watch?v=D8lSMytqdEY
  4.   Awesome thanks :) I'll take a look at the attack thing. I was using a legato patch so it will be easy to change (only some velocity tweaking). Thankyou for the feedback
  5. Another DAW you could use is Reaper pretty sure you can use the free (mod edit: $60) version It comes with a lot of basic filters etc but no VST's. I find it easier to use than audacity for editing sounds (except if you have to cut the soundfile or something like that). My advice would be try a few different DAWs and use the one which you feel most comfortable with
  6. Hi everyone   I haven't posted here in awhile so its nice to be getting involved once again! I'd love some feedback for a current WIP of mine which I've been working on the last day or so Well here goes:   https://soundcloud.com/caleb-faith/wip-omega-trade-co-main-theme
  7. You guys are on the right track :) you just split the audio where you want it to end and put it at the start. Therefore it's like the reverb carries on... This is how I do it :)
  8. Hey everyone,   I was recently doing some scoring to a short film and I didn't want to do repetitive calculations about how fast the tempo has to be to fit this many bars in it etc... So I made (programmed) a simple windows application to calculate the tempo for you. All you do is enter the time, bars and beats per bar and it will do the rest for you. It can even calculate the time from the tempo and bars. Anyway this probably wont help most of you but if it does I'd like to know I found it helpful if I wanted to fit so many bars in however time! It will even take decimals.   The link: http://crfaithmusic.com/tempo-calculator/   Enjoy, -Caleb
  9. To be honest I have no idea... the only way I think you could would be to add reverb to everything else but thats not always what you want haha just play around with it in audacity if you have the sample file? (as in the sound file).  
  10. I'd be out of a job ;) although I cant imagine them creating too good of music...
  11. He mychii, I liked your track but not overly much (not being harsh just honest). One thing which I would like to point out was the difference in reverb between the drums and all of the rest of the instruments. The drums sounded like they had a lot of reverb (or the samples are just like that) . It made the track sound a bit like it didn't meld or combine properly together I think if you could fix that up it would sound better :) -Caleb
  12. Hey everyone, I just got some new speakers and an amplifier set up in my music room and I thought I would test them out so I wrote this track! I actually have a L and a R speaker in front of me + sub and then two behind me and I think it sounds amazing It's like you can't tell where the music is coming from and its kind of like being surrounded in music (as stupid/corny as it sounds I love it) but there are still the definitive L and R.  Anyway getting to the point - I'd love some feedback on this track https://soundcloud.com/caleb-faith/a-new-beginning   EDIT: Here's a youtube link... http://www.youtube.com/watch?v=fMPMwU8ClDk   Thanks, Caleb