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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 JCDClark

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  1. yckx and Antheus, thanks for your detailed and insightful posts. I think it's starting to hit home that an engine is more of an organic thing, born out of the need to make a certain style of game, or indeed from those games. I think this has highlighted a certain amount of naivety on my part. Now to start making a game!
  2. Thanks again for the replies. I've seen quite a few people recommending an early move away from the fixed pipeline stuff so maybe I should give that a go pretty soon, even if you do describe as going downhill from the start hehe. Antheus, my main interest are in the 3D graphics and architecture side of things, I'm not as focused on creating a game just to have it played - I want to know what's going on underneath. After all, someone has got to make the engines of the future! JC
  3. [quote name='turch' timestamp='1335966767' post='4936753'] A lot of people will tell you that that's a bad approach. A multi-year project is going to make it much more likely that you don't complete it. You can run into a wall and get frustrated, you can lose interest. This is especially true for new programmers. I've been there, and so have many others. That's why everyone recommends "make games, not engines". A short, simple, realizable game is much more likely to get completed and will give you an easily achievable feeling of accomplishment. In addition, its a bad idea to learn on production code. When you are doing something new, you tend to take shortcuts and program sloppily; this is not something that can be done on a multi-year project (which is one of the reasons you'll likely get fed up and abandon it). Things become more and more bloated until you just can't keep up with all of the patches and duct tape. You end up spending weeks refactoring your code, or more likely abandon it. Think of a new painter: would it be reasonable for them to buy one canvas and expect to slowly paint it up over the years until they've achieved a Creation of Adam quality work? [/quote] Thanks for the reply. I have to say, I partially agree with you. I know that big ambitious long term projects usually end prematurely - we're pretty fickle beings, especially when it comes to programming [img]http://public.gamedev.net//public/style_emoticons/default/wink.png[/img] I consider it slightly different however, as my goal isn't so much to develop a 3D game engine (at the moment) but rather to learn the concepts. These would be my milestones and seeing each one implemented albeit in a small use-case would give me a great sense of achievement I think. To take your painting example, I would compare it rather with a new painter buying a canvas and slowly learning the techniques, each time painting a different picture, maybe one with a certain brush stroke, one with perspective etc. For that reason, I'm still looking to continue to learn how to build a 3D engine and would appreciate it if anyone would provide me with a "technique check list" if such a thing is possible. Your suggestion coupled with GodFear's however, has led me to consider a smaller, more manageable goal in the long term that I can focus on now or work on simultaneously... [quote name='GodFear' timestamp='1335972707' post='4936782'] I think the most important thing in starting out is to set a goal but make sure that goal is not too ambitious. In my first attempt to develop a video game i set my goal like this: 1. To develop a simple side scroller shooting game (like Gradius type of game) 2. Graphics will be 2D so all i have to do is create a sprite based rendering engine 3. Collision detection (contact check between space ship, enemies, and projectiles) is a simple overlap test. 4. Sprites are just simple polygons (circle, triangle, rectangle, etc...) 5. simple system for power-ups and score. That said, in 3 months i was able to create an engine that runs the game and the actual game itself. Graphics look like a 80's video game but it works and very fun. Completing this small project gave me a sense of achievement and motivated me to try out a more complicated project next time. Or i can actually build up from this small project and extend it to 3D, add shader based animation and effects, add features that has physics based collision response, etc... The point is this - it's like playing Diablo. As you kill monsters, you level up. And when you level up, it has to feel rewarding. That way, you get motivated to keep going on. I hope this helps! [/quote] Thanks for the reply. As I mentioned above, I'm still looking to learn the 3D stuff but your post has inspired me to look into building a somewhat simpler 2D engine. I think I'll do this while still trying to learn the 3D stuff, maybe alternating them when I get bored [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]
  4. Hi folks, My first post here so hello all [img]http://public.gamedev.net//public/style_emoticons/default/biggrin.png[/img] . For many years I've been interested in Game programming and it's only been recently that I've put a good amount of effort into learning. I think my goal now is to slowly build up my knowledge of building a 3D game engine and put that knowledge into practice over a number of years. I will soon start working in the computer industry after graduating and spending a year out so I'm not necessarily looking to do this as a job but if after 10 years of studying whenever I get the time I have the knowledge that would let me do so, that would be great (or indie dev on the side). So far my efforts have got me to a point where I've got a 3D model loader, I can add some reasonable fixed pipeline lighting, textures and materials and also some basic physics and collisions - nothing too flashy. I'm at the point now though where the deeper I get, the darker it gets. Looking to add a more global collision detection in anticipation of larger scenes in the future, I started reading about Scene Graphs. In adding lighting, I've also looked into shaders. Basically, the amount of material and techniques seems quite daunting but I'm more than willing to get stuck in. I don't want to dive into the wrong pool however - if it's possible, I'd like to approach things in a logical manner so I'm not going to hit a wall because I didn't use magical technique X. I realise there might not be a simple path through all of material out there but if someone using their experience could provide a rough schedule of what I should be teaching myself in respect to building a 3D engine, that would be great. Just a list of broad or specific topics set out in what you consider a natural progression and I'm a happy bunny [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] . While I imagine a lot of this is pretty general stuff, I'm programming on Windows, using OpenGL and C++ in case that helps. For now I think I'll put Scene graphs to the side and look into VBOs and then maybe animation or shaders. Thanks for any help, I appreciate it. JC