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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. Hey drpaneas,   Why not try Unity 5 or Unreal engine?   From the sound of it you are writing you own engine and trying to make a Zelda like game. There is no need to reinvent the wheel when the wheel is already invented so to speak.   That said - I would learn C# first In my Humble opinion. That would give you a good basis to learn C++.   Give Unity3D or Unreal engine a shot they are both full featured and free btw.   Anyway my 2 cents.   - HeadClot
  2. OpenGL

    So here goes a question - What is the big deal with OpenGL Next? From what I read so far nothing yet.   I am not a Graphics or Engine programmer - However I am an 3D Artist that deals with applications like Unreal 4, Cryengine, etc on a daily basis.   Sorry for the newbie questions. :\
  3. Very interesting and Very insightful.   Thanks 
  4. My advice which I have learned the hard way -    1. Start small and use an established engine for your first game or so. If you are talking about the original GTA (Sprites and what not) then you might be able to do it in Game-maker:Studio. 2. If you are talking about GTA 4 or 5. You would be best off starting smaller at least using C++ or C# as well as Using an established engine like Unreal Engine 4.   If you insist on making a GTA 4 or 5 clone - Go with Cry engine or Unreal. Evaluate them quite heavily. This would include workflows such as programming, Art, Music, etc. My advice would be use UE4 however be prepared to make smaller games before making your big one.   That would be my advice. :)
  5. OK, A little Background about myself - I am a 3D Artist with a very strong passion for games and CG. I am looking at learning Java later today as I am stuck on a project without a programmer that will not stay in one place. What should I expect when learning Java?