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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.

K4nkur0u

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  1. I've been listening to these all day at work. Thanks for posting this!
  2. Thanks guys, makes perfect sense.
  3. Just as the title says. Lets say I am programming a game from scratch in C++, when should I use multi-threading or when not? I don't have much experience on the subject. Thanks
  4. A common piece of advice people give me to get a job at an established studio is to network. I never want to feel like "that guy" who runs around and sucks up to people only to give them his business card. I have a few questions that I think could help many others: How do you network? Is is wrong to just talk to random people and say "what do you do"? How exactly does one meet friends in the industry? Obviously GDC and E3 are the two giant gatherings. What are other events, meetups or even websites people can visit to network? At a GDC or E3, what type of networking is most effective? Who should we talk to? Should we hang out in the career section or traverse the floors? Any other advice would be helpful. I'm not coming from an "advance my career" standpoint, I would like to make industry friends to chat with/bounce ideas off of/see what's happening on the other side of the fence. Thanks!
  5. [quote name='frob' timestamp='1340637719' post='4952678'] The web site is interesting. I can't think of anything specific I would change, other than the "everybody is a critic" mentality. Overall it looks reasonable, the content is compelling, and nothing feels objectionable to me. Even though the web site is great, the resume "Technology Summary" needs to be cleaned up. Kill the "Technology Summary" section. Move the keywords into the "relevant experience" and "personal projects" section. That type of section is generally useless and may mean anything from being a language lawyer on one extreme to having just read a primer tutorial on the technology on the other extreme. Move those keywords into the personal projects and experience sections. I'm torn between if you should put the extra space in your experience (in which case you would move education to the bottom) or put the extra space in education by detailing some projects or master's thesis notes. I'm more interested in your projects, so I think I would add extra details that showed design details about the projects. Your resume looks like you are applying for a programmer position. It does not look like a designer position. I think if you put the reclaimed 'technology summary' space into designer-specific details, it will be great. Are you willing to move (on your own money, not relocation costs) ? [/quote] Thanks for the reply and advice! Yes I'm willing to move on my own dime, should I also include that in my resume?
  6. [url="http://www.ericmcconnell.com/"]http://www.ericmcconnell.com/[/url] I am currently working in games for health (physical rehabilitation) and I am looking to make the leap to the industry as a designer. Can I get some feedback on my web portfolio and specifically: Should I take anything out? Am I missing something important? Should my games have design docs with them? Does it look really bad to have halfway finished projects on there? etc. Any feedback is greatly appreciated, thanks!