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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.

Gabriel Matusevich

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About Gabriel Matusevich

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  1. Hellooww! I fell like i should share my EPIC quest in finding an IDE for C++, because i have Tried MANY!!! I would say that MS Visual C++ 2010 is a great choise, and i think is the most popular. BUT .... Looking and surfing i found that the one i like the most is the QT IDE, http://qt.nokia.com/products/ The Qt Creator is just awesome for programming in C++, and its cross-platform, so you can write your code once and compile anyware. It also has the whole Qt framework for programing graphic interface in C++ in case you want to write software. BUt if you just like to learn C++, you can do a plain C++ project on the Qt Creator and its really smooth. I prefer Qt Creator over MS Visual C++
  2. Hello! I found myself asking that same question a few months ago, and this is what i can tell you .... Whatever software you learn and feels comfortable for you will be the right one. I've red COUNTLESS articles and forums asking ppl to tell me what is the best 3d modeling suit and so far the best answer (and most wise) was just that! There are many 3d Suits that will do the job just fine 3ds Max, Maya, Blender, etc ... You need to focus in the learning process of 3d modeling, and then decide which piece of software to use. I personally recommend using Blender: http://www.blender.org/ especially for beginners! It has a Great community and lots of tutorials online. It has great, Great Potential and ITS FREE! and Open Source. But the main reason is because its actually really easy to use, it has a very nice and smooth learning curve and it could really open your eyes to the 3D way of viewing things. I also learned how to use 3ds Max, because its has some advantages that others dont, and its more difficult, but the idea is the same. My conclution is: Dont abandon any piece of software, use them, try them out, see how it feels to work with it .... and then.... make a choise, but my guess is that you will end up loving Both [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] hope this was helpful [img]http://public.gamedev.net//public/style_emoticons/default/biggrin.png[/img] The tools will not make you an artist, your talent will . . . . [img]http://public.gamedev.net//public/style_emoticons/default/ph34r.png[/img]
  3. I dont know MAYA [img]http://public.gamedev.net//public/style_emoticons/default/tongue.png[/img] , But your problems seems to be that the Exporter is not "Exporting" the right UV coordinates to the model ingame. Maybe you should look for "issues related to Importing the files to your game", maybe also trying out the model in a diferent engine :3
  4. Hello, im not much a developer, but i have some experience in Java and C++. There are some games out there that are fully written in Java . . . there's even a game engine based on Java http://jmonkeyengine.com, So i wouldnt say its impossible to write games in Java, there are also graphic Libraries light the http://www.lwjgl.org/ But in My Personal Opinion, Java wont go as much as,,,, lets say C++ ... At least not for now, the Java VM takes out too much performance for power-hungry games. If your project is lightweight, JAVA i think is great for that. The very first language i learned was Java, and I really really Like IT [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] I think its a very intuitive and elegant and i think an OOP language like Java is the best way to learn programming (unless you try smalltalk, but its not so much fun). In my opinion, if you like Java,, Learn JAVA! [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] try to make something, and then go on to C++ [img]http://public.gamedev.net//public/style_emoticons/default/biggrin.png[/img] which is also one of my favorites (by the way, Java is 70% C++) so you wont feel a rough change. Hope this was useful BYE![img]http://public.gamedev.net//public/style_emoticons/default/wink.png[/img]
  5. Thnks! ... Yes there are some issues with the Blender To UDK, so far i've seen, the only way (good way) to exporto to UDK is with ASE exporting, that is not yet implemented in Blender 2.6x, and it is true, is easy to import to unity. As far as the Royalty licence of UDK, i thnk that wont be a problem, if I manage to make 50.000 out of any game by my self, future royalties wont bother me so much [img]http://public.gamedev.net//public/style_emoticons/default/rolleyes.gif[/img], the game would be paid off by then [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]. I guess ... If there is a chance.... maybe... .... maybeee... i could get a Unity PRO licence and pay the 1500 U$S, so i can take advantage of the PRO features, which will cover the things im missing from the FREE version, but i dont know yet, i have to do some careful considerations [img]http://public.gamedev.net//public/style_emoticons/default/ph34r.png[/img] ... maybe i should try to make an Ultra-Alpha version of the game [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] , like, just one scene and see if i can make it how i want. Another thing ... Your team works with Unity Free or PRO?
  6. Oh Yes! something i forgot, i will be using Blender, GIMP, Audacity ... All Open Free Tools!. I have experience with 3ds Max, But I Only have a Student Licence and I Can not use the 3ds models for my game [img]http://public.gamedev.net//public/style_emoticons/default/sleep.png[/img] (too bad) ... So if you know any serious issues with Import/Export please do tell, I know Unity has a nice importer for Blender, and I know that UDK does also take Blender files well, But i dont know HOW well[img]http://public.gamedev.net//public/style_emoticons/default/dry.png[/img] .... Tnks! Bye
  7. Hello Everyone![img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] Im New here and i wanted to ask ppl a question i've been pondering a while, i have an idea, layout and desing for a Linear RPG adventure Diablo-Like (third person) and i need your opinion on which Engine to choose. Right Now Im between Unity3d and UDK, i have little experience with both, but from the looks of it, i think im more fond of UDK. Anyway that is just my newbie perspective... WHAT I WANTED OT KNOW... IS: Which engine will best support my project. I've red lots of post saying that UDK is for a team of developers and Unity is more of an Indie Game ENgine better suited for SOLO developers. But Ive also red some different comments on the UDK side. From my first impresion i could say Unity would prove a more easy task taking in consideration that is has less tools ( BY THE WAY, IM TALKING ABOUT UNITY FREE!!!! Not the PRO version). But i know sufficient Javascript, C++ and a bit of java, so Unity or UDK scripting would not present ... much of a problem [img]http://public.gamedev.net//public/style_emoticons/default/wacko.png[/img] ( i think ), or maybe just. .... NOT impossible. But here is the thing, I Know that UDK will provide more to me, as in Effects, Dynamic Lighting and Shadows and so on. So that I will be able to create a better "mood" for the game and a better feel, i Know UDK is a much more powerfull engine. But ... Is it Much of Challenge??? Could It be Impossible for me to even try to complete this game By My Self??? Those are question i can not answer because i dont have a game developer experience of large projects or team projects. So my question is, If I go for UDK, how much will I achieve? (in what time period) o.O [img]http://public.gamedev.net//public/style_emoticons/default/huh.png[/img] [img]http://public.gamedev.net//public/style_emoticons/default/blink.png[/img] Also for UDK developers: How Powerful is Kismet? and How much Unreal Scripting i will need to do? I realize this are very especific question and probably you cant give me a precise answer, but i want to know your insight on the matter, because im a bit STUCK. In case is not obvious, i like UDK more than Unity. ( I Dont Dislike Unity, Actually i Think is Great, But I like UDK better) Thats about it, I will very much apreciate your response on this. I'll look forward for your reply ::: [img]http://public.gamedev.net//public/style_emoticons/default/biggrin.png[/img] Have a Nice Coding