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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.

lilmike

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  1. Unity

    Hi, What I mean by virtualized 3d audio is like thx true studio pro, dolby virtualization, etc. Basically things that turn headphones into what often sounds very much like a full surround sound (and even 3d) speaker setup. I know it's possible to do in software without dolby or thx or anything, as games on the iPhone use it, for example in games like papa sangre. There's also an audio game called shades of doom that preportedly can do virtual surround, although from my experience it's not that great. I know with the right tools it is definitely possible to do virtual 3d with headphones though. Hope this clears things up. -Michael.
  2. Hi, I am currently working on a game engine for my own use, mainly for working on audio games. For those who don't know audio games are games that use primarily (if not exclusively) sounds for their output, litle to no graphics output. They are mainly played by blind computer users, as graphically heavy games would obviously be difficult if not impossible for most blind people. So to my question: Is there a relatively good, cross platform, c++ library that will allow me to use 3d audio with the possibility of virtualized 3d audio for headphones, as most blind people in the audiogaming community are on a relatively tight budget, so don't have the money for surround sound setups. I know of open al, but I can't find if it has virtualization support or not. Thanks, -Michael.
  3. Hi all, Thanks for all the advice -- it's definitely brought this topic into new light and given me some good reading to go on. -Michael.
  4. Hi, I am currently a junior in college, going to Louisiana State University going for a Computer Science/Math degree. As I like programming, and have also programmed some simple games (and even have a more complex game in the works), I have considered game development as a career option. This was actually spurred by the fact that I believe my university is going to offer a digital media masters soon (which they say contains some game development aspects). I have a few questions though: 1. Is game development a viable career? I have heard from articles (most rather old) that game development careers are pretty terrible working conditions in some big companies -- is this true for most? I understand that there will be crunch times in certain parts of the development cycle, but is 70-80 hours weeks typical at many studios? etc. I have also heard from a friend who has done some internships and other jobs in game development that it is reasonable. 2. (sort of going on the last question) is it a longterm career? Can I expect to be fired just because -- one of my professors seems to think that could be a possibility, due to the high number of people who want to get into this field. Then again, as with the last question, I've read articles that say it's very hard to find an experienced game developer (assuming I had been with the company for some while) that will know the things I did, have the skills I did, etc. So what is y'all's take on this matter? 3. I understand that the starting salary is below average for a programming job, but I have read somewhere that the salaries for more experienced/senior developers is on par with comparable developers in other programming industries. Is this true? 4. Would you recommend I get a masters to try to get a better chance at getting accepted (understanding that it's not a purely game development masters, but a digital media which includes some game development in it -- which could be good or bad depending on how you look at it), or would that be overkill? Thanks for all your help, -Michael.