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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 Tonedeafrob

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  1. It sounds really Final Fantasy-esque to me, which is cool. I think you could bring out the drums more, as they are the most likely aspect of the piece to give it an excited battle feel, and at the moment the snare and toms are pretty hidden away - perhaps again because they clash (frequency wise) with the other instruments. In addition to the brands stated earlier, Spectrasonics do some damn good soundsets, but as with any VST you should do a lot of research before you part with any money in case it's not exactly what you want or expect <img data-cke-saved-src="http://public.gamedev.net//public/style_emoticons/default/smile.png" src="http://public.gamedev.net//public/style_emoticons/default/smile.png" class="bbc_emoticon" title=":)" />
  2. Thanks guys, I'll have another look at some of the tom bits for the final cut <img data-cke-saved-src="http://public.gamedev.net//public/style_emoticons/default/smile.png" src="http://public.gamedev.net//public/style_emoticons/default/smile.png" class="bbc_emoticon" title=":)" />
  3. Hey, I'm working on a MOBA game currently, for which I've just written this battle theme (actually it's just part of one really big piece, it's kinda complex). Any feedback would be greatly appreciated! The shouts are "Budo" by the way, which is the name of the game. I will get round to doing them in higher quality at some point I hope! https://soundcloud.com/roblaidlowmusic/sacred-war-part-1-v1 Thanks!
  4. Thanks for the feedback all! Dakota, those runs sound abysmal I'm aware but I'm hoping it's the fault of Sibelius! I'll have to wait until I can find a pianist good enough to play it to find out. I do play piano myself but I can only do Mvt 2 and the easier bits of the other ones, although I'll do some proper practice on it at some point. As for the transitions, thanks for the feedback! The sudden changes was what I was going for but perhaps looking at your feedback I went a bit over the top. The third movement particularly is meant to be pretty abrupt, but the first movement could do with some looking at too. Thanks very much for your comments [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] It was the first solo piano work I've ever written so I'll be sure to keep this in mind next time. Thanks again for taking the time to listen to it all edit: forgot to say, there are lots and lots of dynamic contrasts but again the MIDI has wrecked it
  5. That's probably because it's in classical Sonata form which deals with subject groups instead of "motifs" There are 2 main subject groups, in F sharp minor and E major respectively and an introduction in F#, Thanks though that's interesting and not something I'd considered
  6. Hey all, It's not VG Music but I'd love it if someone could listen to my work "Sonata In Seven" and share some opinions on it! It's something I wrote for a piano competition but I've not had many people hear it (nor can I actually play half of it). Here is the render from Sibelius http://soundcloud.com/roblaidlowmusic/sets/sonata-in-seven-for-piano/ Please try to look past some of the wrecking of subtle dynamics, particularly at the start of Mvt 1 and the end of Mvt 3. I warn you now, all three movements are 13 minutes long in all, but if you only listen to one please say which one (although they are meant to function as a unit) Thanks so much
  7. A good tip I also find for recording acoustically is to cut off everything below about 60hZ (give or take, depending on the instrument) this gets rid of a lot of horrid background rumble and makes the mic recording sound clearer
  8. In the second half of the piece I would use a different melody on the synthesizer, just so that when it loops people aren't constantly hearing the same thing over and over, at least there would be a variation before it repeats. I also think the synth sine voice (or whatever it is) could benefit from some more programming, e.g. add some envelopes, some modulation whatever so that the voice also changes a bit. But these are just my suggestions, feel free to read and ignore
  9. It's a nice piece but I can't see how it would fit much VG stuff, maybe you should update saying what you think its purpose could be. Seems like you've just played a jazzy piece and then posted here to see if it fits, whereas I would recommend actually thinking about the genre into which you're trying to "make it"
  10. Thanks guys! Mussi the change in style was intentional but that doesn't mean it's not something I shouldn't look at The Zelda stuff does seem quite obvious so I think in future I'll go for a little less of a classic Nintendo feel ;) You're correct Tobl that although there are some similarities in perhaps character design etc for the most the part the games are a world apart so it's good advice to keep that connotation to a minimum
  11. Hi guys, I'm working on a MOBA project with a few other guys (a couple of which are from this site). The theme is traditional Japanese mixed with obviously the strategy and action of a MOBA/RPG, so the characters are ninjas, sumos etc. To try to accommodate this I wrote this title menu track, in which I've mixed various style (probably with various degrees of success). Anyway the point is I'd love if anyone could have a listen and give me some feedback, both on the production/actual composition and whether you think it fits what I've written it for, from my vague description [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] Thanks all! [url="http://soundcloud.com/roblaidlowmusic/oriental-moba-title-menu-music"]http://soundcloud.co...itle-menu-music[/url] Edit: Decided to replace snare drum with something less military
  12. If only it were London..
  13. Great website! Interesting stuff to read about thanks for sharing and bringing back to attention
  14. Noticed a few people mentioning what they use to compose, was just wondering what everyone's full set of hard/software is? I personally use: Software: Spectrasonics Omnisphere Spectrasonics Stylus RMX Sibelius 6 Cockos Reaper Hardware: Korg Triton LE Yamaha SY22 Big ole' computer with 16GB RAM Apple iPad (Specifically Samplewiz, Animoog and Geosynthesizer) Instruments: Alto Sax Tenor Sax Piano (far too extensive for my room!) Drum kit So as you can see I'm lacking in the softsynth area, particularly in terms of making any brass sounds [img]http://public.gamedev.net//public/style_emoticons/default/tongue.png[/img] Don't knock the iPad either, the stuff it can do is fantastic! The keyboards don't get used so much, but I have them because I play in prog/jazz outfits anyway. Would be interesting to hear what you guys all use
  15. read below for better explanation of what i tried to explain here..