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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.

Julio Bortolon

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  1. In Brenda's Book, [url="http://www.amazon.com/Challenges-Game-Designers-Brenda-Brathwaite/dp/158450580X/ref=sr_1_1?ie=UTF8&qid=1351551148&sr=8-1&keywords=challenges+for+game+designers"]Challenges for game Designes[/url], on page 3, the authors states that, and quoting "Each of this is an example of meaningful decision making in a game: ... Pressing the right buttons at the right time in Guitar Hero" I can't see how is this a meaningful decision, your only decision here but pressing the right button is failing, how can this be a real decision?
  2. I work for [url="http://www.interama.net"]Interama Games[/url], it's a small company mostly focused on advergames. I'm a programmer x) My [url="http://juliobortolon.blogspot.com.br/2012/01/games.html"]portfolio[/url] helped me a lot, also, my previous work experience as a programmer in a university internship. Man, there's so many challeging things... The code by it self can be really hard, there's some tricky things on the simplest games. But also project management, dealing with clients can be frustrating too. The AHA moments, the coworkers, this two things make my work really enjoable.
  3. I'm thinking in building a more impressive piece to my [url="http://juliobortolon.blogspot.com.br/2012/01/games.html"]porfolio[/url]. Recently I found out that this crazy effects that I've always dreamed about are made on the demoscene, so now I have two choices basically that I'd like to hear your opinions on:[list] [*]Raw C++ for gameboy advanced (or other older console) using a homebrew sdk [*]WebGL [/list] What are your thoughts on that, what would be better to me as a programmer? What would be better in a job search on the console games industry? Thank you
  4. Thank you guys for your excellent answers. I will do a side project using C++ (some low level coding can be fun sometimes) with an artist friend of my, and keep doing my job using this new technologies. EDIT: Actually, I won't do that, I'll do this side project on Java, I still can't get a decent IDE support for C++ for free.
  5. Good point, but in your opinion, what would be better com a Resume for the console industry, a strong demo using unity or an average demo done almostly from scratch using C++? I mean, I like C, but it's so dangerous (harder than the other languages, error prone) to use that I almost never choose it to code a project. I'm been repetitive because I almost only see job postings requiring C++ in gamasutra.
  6. Hello to everyone, I'm a game developer primaly focused on web and mobile development, using technologies like flex (as3), libgdx (java), unity3d and html canvas. But, what I really want is to work on the console games industry, do you guys think that this companies would hire a game developer like me, I mean, I know some C++ from school and a research internship, but I don't have experience in console game development at all. How can I start this shift to the AAA industry?