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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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  1. hmm yea, thanks guys. I think I will follow your advice and stick with jmonkey. It's probably the more sensible choice. I can always learn C++ later some day.
  2. I was thinking that choosing an open source engine, like ogre and jmonkey, would be a better choice, since aside from wanting to accomplish specific goals mechanics-wise, I also want to learn how to code better and potentially understand the engine that is behind my game. That is why I didn't consider UDK.
  3. Hello everyone, I am an Information Technology major about to graduate in a year or so and a gamer since I was a kid. For our graduation we are to complete a development project on our own. The project I want to propose and start working immediately (since I have about a year left to complete it) is a CRPG game. The two options I consider creating it with are either Jmonkey or Ogre. We have been taught the Jmonkey engine in previous courses and I find it quite well constructed and easy to follow. It also is well documented as far as I have seen and has a community built around it. As far as programming skills go, I have advanced beginner to intermediate experience with Java. I believe. Ogre, seems to be another good option. I don't have much C++ experience aside from a course in C though. My first experience with programming was at a yong age, about 12-13, and I had practiced it throughout the years with a few languages such as basic, visual basic and pascal, until college. I want my game to be a proof of concept, something like a set of functional mechanics. I don't plan, at least initially, to enrich it with interesting story or graphics. Considering the time frame of a year during which I have to work at times full time and at other not (because of other courses for the next semester) and considering the technical capacities of these two engines along with the documentation that they can provide, Which one do you suggest I should use for my project? A few specs of my project are the following: I will probably be using a locked, slightly angled third person camera. (same perspective as Alien swarm from Valve, if you have played it) Right now, I believe turn based to be the best option. It will have an inventory system, dialogues interrelated quest system thanks in advance, Andy.