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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 gamedevr

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  1. thanks for the comments! I'm glad to be proven wrong [img]http://public.gamedev.net//public/style_emoticons/default/wink.png[/img]
  2. I wanted to bump this topic up again....as I hoped to learn more about the actual responsibilities one is given to accomplish per week as a developer in a game company (small, medium or large). thanks for the insights!
  3. with Unity being free, powerful, ridiculously easy to pickup, and did I mention free ;-) I would've expected to hear a lot (subjectively) more commotion / activity concerning it. Is my assessment right? or is there really a large following I'm just not seeing? I also expected there to be more job offerings related to Unity game development, is this not the case? My presumption is that the AAA boys have the funds to throw at more bleeding edge engines, and so most are invested elsewhere. While Unity is so quick & easy that most (less-funded) development can be handled by a few on their own. Thanks for any thoughts!
  4. thanks for all that, its great to hear others experiences :-) besides just hours (which are long) and lines of code (your average per week?), what aspects of the game are you tasked to accomplish per week? is it anything like finish a quarter of the game engine or implement a pathfinder?
  5. As a game developer, I was wondering what are some of the responsibilities you would typically be expected to complete in any given week? (like complete an inventory system, a navigation class, a dozen shaders, etc.) I ask in regard to both smaller games and larger ones, such as Left4Dead or CoD. I know the answer may be quite varied, but I'd like to hear all scenarios if you will. Also what are the typical size of those teams? On a personal note, I'm trying to gauge the workload of a game programmer and my own work speed relative to it... Thanks!