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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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About protomelvin

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  1. Thanks for the redirect! I think I have a better idea of what might work for me.
  2. So, I've only been studying for a few weeks now on programming C#, and am starting to think that C++ might be a better option going forward, although that's a different point, but school's started and I'm looking to get a portable computer for use in classes. I'm attending an art school so in reality, I only have one course that will need a computer for, Media Arts and Digital Technology, but I can use it for notetaking for some other courses. I plan on majoring in Media Arts and Digital Technology, so in the future having a good portable device I can work on at home and school would be worth the investment. I'm curious, though, whether or not buying a MacBook Pro would be necessary or not, and if I would be able to use it for doing game development in the future. Just to note, I do have a fairly decent PC I bought this past winter, so this won't end up being my main all-around computer. If anyone has any advice they can offer, that would be wonderful. Thank-you.
  3. I had to stop playing because it was getting too intense for me. When it comes to zombies, I have to take it in in small bursts or I wig.
  4. Ohh, okay. Well, I'll forget about it for now and just work on building up my skillset, then. Thanks ^^
  5. At the moment, it seems like Asemu's Gundam is the weakest. AGE-3 became FX and AGE-1 got some new Wear upgrades. AGE-2 needs something.
  6. AC broke in the store. Now I'm dying in this heat wave.
  7. Thanks for all the advice! I'll definitely keep it in mind as I work away. Another question I had was, if I'm working with XNA, would it be problematic if I eventually wanted to design something for Playstation? Or if I want to make my project compatible with Playstation?
  8. I haven't quite gotten that far into the book yet so I'm not sure ^^;; What would be the most recommended if I just wanted to get it running decently on PC?
  9. Hi, new to the forums, but I'm looking to get some guidance. I have only recently started studying programming with C#, and I'm looking to design an RPG with an overhead, isometric viewpoint, in the same vein as Breath of Fire series of games. I haven't studied for very long, having only just finished doing my first Game Loop, but I intend to keep at it. The current book I'm learning from deals more with creating a platformer, which I have little interest in at the moment. I'm going to try and finish the book so I can get a better handle on the fundamentals. My request is for guidance on where to go from there, what to study and what I need to learn to make the kind of game I'm suggesting. I know it's somewhat of a tall order for a beginner to be tackling such a project, but it's the kind of game I want to make. If anyone has any helpful information, I would be very grateful.
  10. You know what being 23 feels like? Like being 22, 21, 20, etc.