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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 Wolfgang01

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  1. I had a go at writing a scenario for you. Hope you like it. [size=4]The spores came from somewhere, but that place is not known. What is known is that these plants can infect the mind, and rot the flesh. You are Commander -insert name of your choice- leader of the Weed Kill Squadron, and your task is to discover what exactly you’re dealing with. Spores – Alien plant used to eradicate native flora & fauna, and to alter the atmosphere for its users. It affects humans by slowly killing them via necrosis, but before death the infected have a heightened sense of anger, and in the most severe cases cannibalism. The spores are pod like plants that explode, and fill the immediate vicinity with tiny spores. Any living thing within range will be infected. Flamethrowers are the only effective weapon against the spores. Infected Human(s) – Acts much like your typical zombie. Weed Kill Squadron – Sent to a small Japanese Island, the first known location of the spore, your team is tasked with finding the origins of the spore plant, while also trying to survive the murderously infected inhabitants of the Island, and to avoid becoming infected. Users – Are the alien race that unleashed the spore plant on Earth. They are technologically equal to Humans but possess a unique advantage in that they have advanced bio-weapons. There purpose is to “terraform” Earth so the can settle and mine its resources. They want minimal contact.[/size]
  2. 1) Big Boss has stolen something near and dear from each character. This would allow you to explore who the characters really are (what do they treasure most in this world), but would also add the need of more depth, which I'm not sure if you want. 2) They are genetically altered fighters created by Big Boss. You could halve or section some of the fighters to be bad guys (minions). The good guys are trying to get revenge for what he has done to them, while the other half/section are trying to reconcile with their master. 3) They were 15 students in class when a rip in space-time opened up and out came Big Boss. Due to the unstable nature of the rip some of his/her power transferred into each of the students. (This could explain why they team up to fight.)
  3. Sorry about that. I'll give them a read now.
  4. [size=4][color=#000000][font=verdana, arial, helvetica, sans-serif]Hey gamedev. I have a few majors to pick from. My goal is to become a video/computer game designer, specifically writing for games or level design. I see four paths I can take at uni, but I'm not sure which will give me the most benefits in the real world. I like to write, but I don't know how to program. I feel like I should learn some programming so I put the major that I think would help the most up the top (game development) then the other three are in no particular order. If I could hear from someone who has been in my position or a similar one and then went on to work in the industry that would be great. Thanks guys.[/font][/color] [color=#000000][font=verdana, arial, helvetica, sans-serif]Game development course which seems programming oriented as well as some creative classes:[/font][/color] [color=#000000][font=verdana, arial, helvetica, sans-serif][url="http://www.courses.mq.edu.au/undergraduate/degree/bachelor-of-information-technology---games-design-and-development"]http://www.courses.m...and-development[/url][/font][/color] [color=#000000][font=verdana, arial, helvetica, sans-serif]Interactivity and games course which looks heavily on the creative side. My only gripe here is that I'm not left with a lot of options if the game design dream doesn't pan out for me:[/font][/color] [color=#000000][font=verdana, arial, helvetica, sans-serif][url="http://www.courses.mq.edu.au/undergraduate/degree/bachelor-of-arts/major-in-interactivity-and-games"]http://www.courses.m...ivity-and-games[/url][/font][/color] [color=#000000][font=verdana, arial, helvetica, sans-serif]There is also a course for writing:[/font][/color] [color=#000000][font=verdana, arial, helvetica, sans-serif][url="http://www.courses.mq.edu.au/undergraduate/degree/bachelor-of-arts/major-in-writing"]http://www.courses.m...ajor-in-writing[/url][/font][/color] [color=#000000][font=verdana, arial, helvetica, sans-serif]And then there is a software technology degree:[/font][/color] [color=#000000][font=verdana, arial, helvetica, sans-serif][url="http://www.courses.mq.edu.au/undergraduate/degree/bachelor-of-arts/major-in-software-technology"]http://www.courses.m...ware-technology[/url][/font][/color] [color=#000000][font=verdana, arial, helvetica, sans-serif]I'm confused. They all seem like decent choices, but what I'm looking for is the one that will make me the most appealing to potential employers.[/font][/color] [color=#000000][font=verdana, arial, helvetica, sans-serif]Thanks again guys.[/font][/color][/size]
  5. [left]Hey newbie here, I thought I'd give writing a go. Let me know what you think.[/left] [center][size=4][i]Hark the angels sing, hark the angels sing.[/i][/size][/center] [center][size=4][i]Evil tidings they will carry,[/i][/size][/center] [center][size=4][i]Boy, you better run when you hear them ring.[/i][/size][/center] [size=4]Mystic River town is a blot upon a map, just a destination that no one fancies, but needs out of necessity for gas, and what-not when travelling through the west. The inhabitants there respond in a vacant wooden-like way, and it seems as if everything is out of stock and will be replaced tomorrow. They urge you to stay at the motel, and wait till they restock, and you warily oblige. You note that the townspeople look as if they’re trapped, like they’re programmed to follow a set path over and over again, but it’s a passing thought, and you dismiss it for small town quirkiness. As you call it a night you hear a bell toll off in the distance. Ready to dismiss that too you notice the motel receptionist collapsed on the ground. Then you walk out into the street and see that Mystic River town has completely shut down, quite literally.[/size]