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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.

Chris941

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  1. Thanks for that tip! I had downloaded the newest version of blender and was looking at older tutorials.
  2. [quote name='Acotoz' timestamp='1341767968' post='4956968'] Blender is the best thing ever, for beginners and for experts. Also, try Google Sketchup, I used it to design some levels in a small videogame I did. Good luck [/quote] I had google sketchup downloaded for a little while but just couldn't get the hang of it! I'm trying to learn blender, coding, and writing a game design document all at once...I'm busy!
  3. [quote name='Serapth' timestamp='1341683363' post='4956688'] [quote name='Chris941' timestamp='1341607638' post='4956465'] So I downloaded blender, just have to read those tutorials! [/quote] One of the most confusing things about getting started with Blender is the windowing system. [url="http://www.gamefromscratch.com/post/2012/04/29/Navigating-and-customizing-Blender%E2%80%99s-UI.aspx"]This post [/url]may help you a bit. As you can see, you can actually quite easily customize the heck out of Blender, but its a bit confusing at first. [/quote] Thanks for the link! I opened blender up, then closed it...It LOOKS pretty hard to understand, but the link should help! Thanks!
  4. So I downloaded blender, just have to read those tutorials!
  5. Thanks for the reply! I've kinda taken a breather for a while of the game and started on the game design document for the game I'm making, after I right it I won't question myself on adding things and such, but will check that out, thanks!
  6. Thanks to everyone for the info! I contacted Autodesk last week but never got a reply, don't know what that's about.... If I have time I'll download cinema4d but I'll check out Blender first! What program has the least steep learning curve? Or all they all like that?
  7. Hi All! So i recently asked a question "UDK or Unity, the best engine for beginners?" And as i explored Unity a little more i realized i'll need a 3d modelling software. From Autodesk i can get a free software and spent 2 hours downloading Autodesk Maya 2013 and reached a corrupted files message when installing after the download, so i figured i'd start over and figure out which one is best. So for a beginner, which 3d modelling software do you think is the easiest, most helpful, and with some pretty good features? i've heard of a few Maya 3ds max Cinema4 (getting sidetracked: did anyone else try to download Maya 2013 and get a corrupted files message and to redownload?) Thank you for all the info, as you help my journey as an indie game dev. greatly! Chris941
  8. I can read the manual, print out tutorials and work my way around learning a few things in a few days, but i'm just not sure exactly how to [i]start [/i]for the game.
  9. [quote name='SimonForsman' timestamp='1340460323' post='4952005'] [quote name='Chris941' timestamp='1340450837' post='4951977'] What exactly will I have to use with Unity? So I can use monodevelop but what about middleware? Or 3ds max/ maya will I need any of those, or whatever would be helpful for Unity? And how does one upload art for a game in unity? [/quote] Any 3d modeller that can export to .FBX, .dae, .3DS, .dxf or .obj works, on the Unity website the following are listed as supported: Maya, Cinema 4D, 3ds Max, Cheetah3D, Modo, Lightwave, Blender. (Allthough other tools will work aswell), FBX is probably the best format to export/import as since it includes everything, (some of the other formats can only store static or keyframe animated meshes for example) for texture creation you can use tools like gimp, paint.net, photoshop, paintshop pro, ms paint, etc. (Any tool that can create/modify 2 dimensional images works here) for sound/music anything goes aswell, Audacity is fairly popular(for sound effects atleast) but the built in sound recorder in windows work aswell [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] (Supported formats are ogg, mpeg(1/2/3) wav, aiff, mod, it, s3m, xm) (for good music apps you'd have to ask a composer, allthough something like fasttracker might work for you (its fairly easy to use) You cannot add any middleware to Unity Free (you need the pro version to do that), most of what you need should be included allready though. To add art assets to your game you just have to click the assets menu and select import assets. Oh, and Unity 4 will be released soon (i just got my pre-order discount offer from them)(it adds quite alot of nice things) [/quote] Thank you for the info Simon! i will remember that! Now, one big question as i start out, i need the proper mindset. And that question of how to create this always comes to mind, and i start thinking of things that could happen hours into the game or towards the ending. So my question is, what is the proper mindset? what should you do first when creating a game? what about cinematics? menus? scenes act as levels right? so should i start with terrain, skybox, creating buildings? When AAA-like game developers start a project, what is the first thing to do? do they start drawing up levels and such? or storyboards or what? If i can understand what i should start out with, i can actually begin. Right now i'm looking over the scripting tutorial on Unity, will have to print that out.
  10. What exactly will I have to use with Unity? So I can use monodevelop but what about middleware? Or 3ds max/ maya will I need any of those, or whatever would be helpful for Unity? And how does one upload art for a game in unity?
  11. New ambition: make a game with dinosaurs that doesnt suck...I have many scenarios already planned out...and it steers away from guns. Anyway do Unreal is better off for shooters, but Unity is easier to start off with? Just learned te GUI of Unity and needed a text editor to start scripting. Or do I not need one?
  12. Does anybody know a good text editor to write code in? for Javascript?
  13. [quote name='M6dEEp' timestamp='1340217316' post='4951073'] Yes UDK is more biased toward action games, shooters especially. Do take note that you are mostly limited by your ingenuity and creativity. I have seen plenty of games created purely using Kismet (the engine's visual scripting language for those who don't know) albeit limited. The best advice I can give is to learn how to use the tools provided. The one thing that kind of sucks is that the engine's renderer makes things look pretty good with minimal amounts of effort, so you feel the constant pressure to have better art all the time. Well, at least it was that way for me. [/quote] Well at one point i'd like to make a shooter, but it'd have to be pretty unique, not remaking a game thats similar in gameplay or style (like most) i agree, limited by ingenuity and creativity...and knowledge. I think i'll stick with Unity, if its easier than UDK, and then switch over after i have some coding and a game under my belt.
  14. [quote name='Apolyon6k' timestamp='1340187998' post='4950910'] [quote name='Chris941' timestamp='1340186546' post='4950905'] >once I learn unreal script I will be sure to switch over to UDK, or maybe learn another for Cryengine! The Cryengine is really cool...but my laptop was running a forest demo at 2 fps...woops! [/quote] The Cryengine is even more restricted than the UDK in game types that you can manage to build with it. The free SDK is a gloryfied map editor for Crysis 2. You are only able to make mods or even mutators for the game and not make a new game with it [/quote] I see, that probably explains why there are people making Crysis 2 "sequels".
  15. @m6DEEp and Simon forsman, Well I get the software for free (can qualify as a student, though I don't go to gaming school...) now the original plan when I'm finished with my first few projects I want to send them over on the web to wherever I can get a little extra money at first, then maybe port the better idea to a console or so. But you can't do that, what's the point? M6dEEp- unity does have a full free version, but the only difference is, is that the unity free version people compare to a "trial" because you don't get some rendering, shading, glass refraction, and water features but other than that, it's full, free, and you can send your game away on the web. >once I learn unreal script I will be sure to switch over to UDK, or maybe learn another for Cryengine! The Cryengine is really cool...but my laptop was running a forest demo at 2 fps...woops! Thanks for the comments Simon forsman and m6dEEp! I really appreciate them! And hopefully my questions can all be answered!