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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 emblemmusic

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  1. Thank you for the feedback Brian, it is really very much appreciated! Kenji's questions, "[color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left][background=rgb(250, 251, 252)] if you compose something and the client is not satisfied do you make another song of the same lenght for him? " i[/background][/left][/size][/font][/color]s kind of an awkward one, and I don't think quite the correct way to think about it. I mean, short answer yes I couldn't leave a customer dissatisfied and just say, "tough"... But what Brian was saying about polishing, say, 16 bars of a piece, then running it by the client, to make sure my vision is congruent with theirs, that seems like a better process. What do you think? Thanks, -Jason [url="http://www.emblemmusic.com"]http://www.emblemmusic.com[/url]
  2. I find I have less and less time to devote to gaming (with wife, kids, other activities, other amazing titles, etc.). So the face that Blizzard has been going down the less customizable, more homogenized path to appeal to casual gamers, it doesn't bother me. I'd much rather jump into a game and be having fun in 10 minutes, than taking 2-3 hours to perfectly set up my UI, figure out controls, etc.
  3. Figure this is compulsory, with the launch just hours away... Who all is going to playing at midnight? How big of a success will D3 be? Will it have legs? Will it diminishes the audiences of other games, ie. Torchlight 2? -Jason http://www.emblemmusic.com
  4. I just launched my music production company: [url="http://www.emblemmusic.com"]http://www.emblemmusic.com[/url] I am wondering, how do I get customers? If I don't know anyone in the industry, what is the best way to advertise? Right now I am offering 5 free minutes of custom music with any contract, as a way to get my foot in the door. Is this a good idea? Bad idea? Got other ideas? Anything is appreciated, thanks! -Jason jason@emblemmusic.com
  5. I used StartLogic, they are pretty much like GoDaddy I think, but I've heard a lot of bad about the latter. They have a WordPress plug-in and they are great for people that are complete novices at all things web (like myself). -Jason http://www.emblemmusic.com
  6. I like the music overall, I picture myself in a zombie FPS, and I creep through a ruined office building and there is a radio laying on the ground as I move by, Forlorn Possibilities is playing, or something... The instrumentation is a little "vanilla" feeling for me. I don't know if that is the overall quality of the strings and piano, or what. It feels like music from a game you loaded up on your Windows 95 machine and booted off a CD-ROM. I agree about the mastering. Even something like Sound Forge or Wavelab (or whatever your wave editor is) can serve as a mastering tool to eq, compress, and normalize. -Jason http://www.emblemmusic.com
  7. I listened to a little bit of, I think, four pieces. They all are the same genre/sound. My only criticism would be that. If you want to get into music production, you may want to branch out and show off many varied styles. -Jason http://www.emblemmusic.com
  8. I am very open to feedback - I am trying to break into this industry and malleability is a big part of that I believe. Customer service is priority #1, but I don't see it getting so far as completing a piece of music, then a client simply not liking it. There will be a very open dialogue through each step of the process, the client involved in approving each step before we proceed to the next step. But short answer - yes I would have to, if a client took a step back and decided they wanted to scrap the piece of music, I would be willing to work with them. The benefit of having a backlog of 200+ unpublished compositions means I could also reach into that library, run a few ideas by a client, and then when they found something (the feel of which they like) I could build on that.
  9. I just launched my website: [url="http://www.emblemmusic.com."]http://www.emblemmusic.com.[/url] I have already purchased a classified ad through this website, but can people provide me with other tips? Game developers - what do you look for / how do you search for a music production company? What things can I do to increase visibility and get customers? Thanks! -Jason