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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. I would second the RB Whitaker tutorials.   One thing to note if you're following his tutorials and end up going with Visual Studio as an IDE. The installation instructions on MonoGame templates are somewhat incorrect and there are some out of sync bits.   UPDATE: It looks like he updated his site and presented the information in a format nicer than mine. He even made a script to automate things. http://rbwhitaker.wikidot.com/xna-after-visual-studio-2010    I've put together some updates to that here that got me running which were pieced together from various sources. I emailed them to RB recently and he's tried them successfully as well, so hopefully the tutorials get updated with this (at the very least the VS 2013 MonoGame installation bits, because you don't get the templates normally at this date and he is recommending that version in his tuts). https://github.com/GuysAfternoonIn/GuysAfternoonIn.github.io/wiki/Installing-MonoGame-for-Visual-Studio-2013 If you're needing XNA for its content pipeline (MonoGame hasn't finished its own yet) you can install its extensions to the same IDE with the following. https://github.com/GuysAfternoonIn/GuysAfternoonIn.github.io/wiki/Installing-XNA-for-Visual-Studio-2013     Also, even though it isn't MonoGame specific I would recommend taking a look at the following course for XNA development. You should be able to copypasta most of the info 1:1 into MonoGame projects. https://class.coursera.org/gameprogramming-001/class   I've also just started to get rolling with MonoGame, so I'll probably be investigating the same issues around roughly the same timeframe as you if you have more questions.
  2. I hope I'm not jumping into this too late or causing overcrowding, but I'd really like to sign on to this distributed study group idea. I develop embedded software professionally primarily in C, but shifting to C++ and would not consider myself proficient. The farthest I've gotten with a graphics library is downloading one and poking around the header files a bit (SFML 2.0). I think a study group would be key in keeping motivation up. Also, one never truly understands something until they teach it to another. Add me and I'll try to check in tonight to see if there is any activity. jacob.wondra@gmail.com
  3. Interesting... Thank you much for the reply BeerNutts! I will most certainly look into those multimedia libraries you mentioned. I suppose I also better look into how Windows handles resource management and the necessary level of interaction if I were to go a C route. Fair bit different from a small footprint RTOS I’m sure. I’ve never touched PC development before. Thanks again.
  4. I've worked professionally in embedded software development for probably only a year combined job experience, primarily in C with some dabbling in C++ (porting legacy code to a new platform recently, so making customer APIs in classes). Beyond that my educational background is hardware oriented (EE) so my work experience encompasses the scope of my total experience and I wouldn't consider myself an expert. I'm looking to try my hand at some basic game development in my free time and was mostly curious in communal opinion on where to start with my background. Would I be shooting myself in the foot working with what I'm used to as opposed to a more managed language? I'm referring to C++. I understand that C would be an organizational nightmare. I don't have loads of free time so rapid development has its appeal. Thoughts/tips welcome on easing the domain switch. I understand they are very unrelated.