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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. Read a couple, and have a couple ideas as to problems, such as feature creep (which I know by the name requirements volatility in terms of quantifiable attributes), poor integration of multiple asset pipelines/processes, lack of user communication or overabundance (lack of causes problem misinterpretation, current overabundance is usually due to prototyping, which leads to prototype as product), distributed work problems (time zones) and poor requirements. I do not know how Quality Assurance and Performance Engineering are tackled in game projects either, but I am guessing that for most (small) teams performance engineering is non-existent. Even with all this, my main problem is still the fact I can't prove these are actually the problem, since I have no tools with which to take measurements of these attributes. Also, despite all this, are there any particulars you might recommend. I've read the GDD article on GUM, as well as Evolutionary Design. I am not counting forum posts since those were a mixed bag. P.S.: I could also use any writings that deal with art or music as a stand-alone process to determine the differences from the standard software models (which tend to be code first). Also, I'll take a look at GDMag. Thanks.
  2. [b]Background[/b] [size=3][font=arial,helvetica,sans-serif]Bit of background on me as a person first. I am currently a student in Information Systems Engineering, taking a class on Systems Analysis (essentially dedicated to simply the first step in software processes). At the same time, I am interested in game design, particularly in Flash. I had joined part of a team, and the project failed spectacularly (for various reasons). Now I am looking to research into, and possibly design a process for managing game development. I've read papers (IEEE standards 830, 12207 as well as two on requirements volatility), books on requirements engineering (practice and theory) as well as the general idea of software engineering (Ian Sommerville and Kendall & Kendall). As far as game design, I have not actually yet produced a game, yes I know this is poor form, but I find tackling a game to be a large problem to begin with, and would like to have a roadmap. I am not tackling this task alone, both of my professors have offered any assistance they can give. Now onto the actual matter.[/font][/size] [b]Actual Matters[/b] [size=3][font=arial,helvetica,sans-serif]I need[color=#000000] any useful articles on designing processes (particularly ones that handle heterogenous teams) or on process metrics (is functional point analysis the only way to measure?). I am having a problem in particularly being able to quantify and identify attributes/characteristics of a processes. Could also use any UP TO DATE values on project overruns and cancellations in the game industry (somehow I assume I won't just be able to ask companies for their figures), as well as current software processes that are used (found a couple saying that XP and SCRUM were common, but the articles were old, ~2002 old). In general, my situation is poor, I assume a problem, and assume the reasons for that the problem exists. Neither is good form, as I could essentially be fixing something that doesn't need fixing.[/color][/font][/size] [size=3][font=arial,helvetica,sans-serif][color=#000000]Further, the questions I must answer are as follows (I formulated these, so they may be poor, and I would seriously appreciate any feedback on making them better and [/color][/font][/size][color=#000000][font=arial, helvetica, sans-serif][size=3]will be more than happy to clarify any matters[/size][/font][/color][color=#000000][font=arial, helvetica, sans-serif][size=3]): [/size][/font][/color] [size=3][font=arial,helvetica,sans-serif][color=#000000][b]Problem Definition:[/b][/color][/font][/size][list] [*][size=3][font=arial,helvetica,sans-serif][color=#000000]Is there a problem in game/multimedia projects with regards to cost overruns and cancellations? [/color][/font][/size] [*][size=3][font=arial,helvetica,sans-serif][color=#000000]If so, is the problem more frequent in game projects than in other software projects, such as business or critical systems? [/color][/font][/size] [/list] [size=3][font=arial,helvetica,sans-serif][color=#000000][b]Problem Identification:[/b][/color][/font][/size][list] [*][size=3][font=arial,helvetica,sans-serif][color=#000000]What causes project failures or cost overruns to be more common in the game industry? Are these problems commonly due to poor process support? [/color][/font][/size] [*][size=3][font=arial,helvetica,sans-serif][color=#000000]How great is the difference of success for a given process in the game industry in relation to other industries? [/color][/font][/size] [*][size=3][font=arial,helvetica,sans-serif][color=#000000]In the case that processes fail more commonly in game industries, what causes these failures? [/color][/font][/size] [/list] [size=3][font=arial,helvetica,sans-serif][b][color=#000000]Solution Search:[/color][/b][/font][/size][list] [*][color=#000000][font=arial, helvetica, sans-serif][size=3]Can a process be designed to effectively take into account these causes, and assist in mitigating or controlling them?[/size][/font][/color] [*][font=arial, helvetica, sans-serif][color=#000000][size=3]Do solutions currently exist for these/this problem, if so, what are they?[/size][/color][/font] [/list] [size=3][font=arial,helvetica,sans-serif][b][color=#000000]Closing: [/color][/b][/font][/size][list] [*][size=3][font=arial,helvetica,sans-serif][color=#000000]How does the new process differ from previous processes? [/color][/font][/size] [*][size=3][font=arial,helvetica,sans-serif][color=#000000]How do these elements address the problems identified? [/color][/font][/size] [*][size=3][font=arial,helvetica,sans-serif][color=#000000]How can the process be bettered? [/color][/font][/size] [*][size=3][font=arial,helvetica,sans-serif][color=#000000]What old problems remain and which new ones were introduced? [/color][/font][/size] [/list]