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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. Well, that actually happens in games like Dead Space and Amnesia. I like it very much. 
  2. As promised here are some of the books i already have, most of them are Artbooks, and some of them are Spanish editions. I will not post the technical books (C++, Android, Maya) i have since they are in spanish and are a little old.   A Disney Sketchbook A History of Weapons [Allpose Book] 9_Action poses(a) [Allpose Book] B_Dynamic poses [Allpose Book] C_Lover poses Dracopedia The Bestiary How to Draw Manga Volume 1 : Compiling Characters Monster Hunter Illustrations Mucha The Art of Frozen The Art of Spirited Away The Art of Tangled The Art of Up The Weatherly Guide to Drawing Animals Theory of Fun for Game Design Shonen Manga: Action-Packed!   Spanish: Escribir e Ilustrar libros infantiles Manual de hechiceros Vestidos del mundo   As you can see i don't have any book about Audio, Screenwriting, Philosophy, Cinematography yet since i have little to no knowledge about those topics, any recommendation is welcome.   Some of the books i want to get are: The Hero with a Thousand Faces Level Up! The Guide to Great Video Game Design You by Austin Grossman Challenges for Game Designers
  3. Hi there!   My dream is that someday i'll have my own game studio, and one thing i'd like to do is to have a little library that helps for reference, i'd like to have books about game design, game development, music and audio, graphic design, screen writing (i don't know if that is the correct term), cinematography, philosophy, etc. ( And some books like Harry Potter, TLOTR, why not)   I know there's a section about books here, but i'd like to know if any of you have more recommendations.   Anything that would help to create great videogames.   Thank you.   PS  : Later i will add some of the books i already have in case it may help someone here. PS2: If this is not the correct section of the forum please move it, i didn't know where to post this. 
  4. I agree with Servant of the Lord's answer. I would recommend you Unity as well since it cover most of your specifications (except for the Collab Friendly, that's on the pro version)
  5. 1. Well, it's free, you can export your game to pc/mac/linux/iOS/Android/web, it's relatively easy to use (as a newcomer)   2. Well i guess if you really put an effort on it you can start at 12~15 it really depends on you, if you have prior experience making games maybe all you need is completing a tutorial before starting with your own game.   3. Because is easy, really complete, and let you export your game to pc/mac/linux/iOS/Android/web   4. Why not? I don't really know since i only do code.   5. I have only used 2 tutorials. This http://jessefreeman.com/learn-unity-2d/ and the infinite runner here https://unity3d.com/learn/tutorials/modules . Those are really good starting point, the only downside of the first is that is not free.   6. I don't think there is any shortcut, but having prior experience making games and with javascript/c# would really help.   7. You can see for yourself here https://unity3d.com/showcase some of the games made with unity. I can tell you that making an infinite runner is very easy with unity.   8. It depends on what kind of game you want to make and how big you want it to be. It could be from 4 days to 2 years. It really depends on what you want to make and how much effort you put on it.   9. GooglePlay and pages like Kongregate as soon as you want/can since it is relatively easy and you can start to create a portfolio to show your work. Steam i'd say once you accomplish to have a decent fan base so they can help you greenlite your game.   10. Remember Flappy bird? They can go viral pretty easy with some luck, you can take advantage of current trends/memes, try to use leaderboards, people love to compete.   11. Start as soon as you can, it doesnt matter if you create just little games, thats great for a start. Create a lot of games, if you enjoy playing games try to also analyze them, what makes them fun?, what would you change?, how do they approach different things as the weapons, enemies, continues, everything; Even if you cannot recognize what everyone loves in a videogame (the truth is that there's nothing that will please everyone)  you will find what YOU love in videogames and that way you'll find your style and feel for the games you'll create.   Good Luck.   PS: You should really check out Extra Credit's youtube channel, great/fun source for game design theory.
  6. Thank you all for your replies, i think i'm going to go with unity since i've never worked with an engine before, and it seems to be easier for a begginer to pick it up. 
  7. Greetings, i'd like to know the main features and differences between unity and udk engines. I've read their descriptions but i don't really know how should i choose between one or the other. Is there a main difference or should i try both and choose based in the experience?   Also have someone already done this?
  8. If i'm not mistaken, i believe it's actually because you don't use the vector. Being in release mode you are not permitted to declare variables/methods without actually using them.
  9. I actually like Tribal Lands
  10. Actually i agree with you, i love C++ and i'm not very experienced, but lets remember that programming languages are like tools, some are better for something and others not and viceversa. In my case, where i live we have gameloft and they usually look for Java/C++ programmers, so that's what we learn in school, but there are a lot of people using C# and Python and many more languages, not because those are better than C++ but because those languages were more suitable for what they were looking for. I know that C++ it's a standard in the industry but i don't think this makes it The One Above All.
  11. In my opinion, if you want to make simple 2D games you can use C++ & SDL as suggested before. I started learning java in college and when i came to C++ it just felt natural. If you comprehend what vectors are, object oriented programming, Cartesian plane, cicles, if...else, you might actually already have what you need to start developing games. If you want to take this C++SDL route i recomend you this page [url="http://www.lazyfoo.net/SDL_tutorials/index.php"]Lazy[/url][url="http://lazyfoo.net/SDL_tutorials/index.php"]Foo[/url], very simple and very complete tutorials. Also check this youtube channel [url="http://www.youtube.com/playlist?list=PL949B30C9A609DEE8"]thecplusplusguy[/url], again well explained and complete tutorials that takes you from starting your proyect to making a sidescroller game like Super Mario and more, the only thing about this channel is that this guy have a little "difficult" accent. I hope this helps you, good luck.