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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.

Troy Walker

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  1. I guess after the converting to a byte stream, you could run a fast compressor on it too....
  2. [quote name='RobTheBloke' timestamp='1349818856' post='4988503']A pint after work usually solves the very worst problems. [/quote]definitely, unless you've both had a bad day and are lookin' for Trouble (capital T style).ha!
  3. trying to learn how to program as an artist is actually rather hard... its' just a very different way of thinking and approaching a problem. i studied/degreed in art, and later decided to pick up programming (sadly started with assembly, and now many years later working with C#).. so i think i can completely relate to the OP. the odd thing about all of this, as a profession... i did NEITHER as a whole, i became a technical manager (the middle man of IT.. you know, sorta like the guy in this scene from "office space": [media]http://youtu.be/mGS2tKQhdhY[/media] ...) does it hurt to understand how a part of your projects workflow functions to do what they do? nope. is it necessary to do it as well as they do? nope. but i think it can help to understand. I honestly believe artists and programmers are very similar... creative, complex, and abstract thinkers. so, to begin programming? I would say to NOT pick any particular language, but rather learn the concepts to build a good understanding. Simon Allardice did a couple great training videos on Lynda.com that I took and found to be excellent starting places, "Foundations of Programming: Fundamentals, and Object-Oriented Design". They are mostly language independent, but show a few examples of concepts in different languages to show syntax differences, etc... then i would say, pick a language that YOU want to learn.
  4. [quote name='Phaser' timestamp='1348140924' post='4981990'] ... Hope that helps [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] [/quote] it does, all the feedback just reassures me that i'm not alone and to keep working on it... to put things in perspective, the last academic programming i did was with assembly, fortran, and pascal... (ya, that long ago), but professionally over the past 10 years, mostly web and scripting (html, xml, asp, and wsh). so, its' been a bit of challenge to "think" OOP, cause my foundation was so strong in procedural. i'm getting through it though, and the practice will come.
  5. [quote name='uglybdavis' timestamp='1348007582' post='4981457'] [source lang="csharp"]try { LearnC#(); LearnXNA(); } catch (XNAIsOutdatedException) { SpendSomeTimeLovingUnity3D(); }[/source] [/quote] (that was pretty damn funny)thanks for the feedback all... i'm going to keep at it, and agree FLeBlanc.. fundamental are important.it was just one of those /facepalm moments that i've often found myself in.. and as normal, regarding myself.
  6. my first post sorry, i suppose this should have been posted in the beginners area. ya, you're right.. the knowledge can translate. I guess this is a good lesson.
  7. so, here i am about two months into my career re-development and i think i may have been focusing to much on what appears to be a dieing (or already dead) technology effort... I have been so focused on learning C# and Visual Studio, even going to the windows 8 dev camp to try to get a "leg up" on things (i skipped the hackers day, cause well.. i honestly couldn't code something near useful). I finished reading a complete reference on C#, put in dozens of hours of training videos, and read the "XNA game studio 4.0" book published by Tom Miller and Dean Johnson (foreward by Shawn Hargreaves).. eventhough the information contained within I could not possible apply in any practicle sense, i actually understood the concepts presented... I felt pretty confident that I had planned and was executing the right steps. But, after connecting the dots related to the lack of information (apparently for sometime now) to DirectX, C#, XNA, and Windows 8... my heart sank as the light went off in my head. "There is none, and there will not be any." I even asked a question about this at the dev camp... with no real response other than "keep an eye on the blogs". (not sure now if that was a hopeful directive or kind redirection) I completely have failed to understand the history and state of all things XNA. I am about 5 or 6 years behind the curve on this one? talk about a slow learner huh? I feel stupid.