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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. HI. Please could you post up an example so we can see what the specific problem is?   What SDK are you using to develop your game for android?
  2. Hi Dan. I think you're almost there, but rather than focus on a niche feature, you should probably focus on a niche audience. You can do this for example by setting your game in a particular village or making the game about a particular hobby or niche group activity. I'm convinced that this is the key to being a successful indie. See more details in my blog post how indie developers market their games.
  3. There's two easy ways to do it, or a combination of the two: Buy a small (A4/letter or A3) drawing board or parallel ruler (one with a roller in it). Draw the front view, then use a mechanical pencil and draw feint horizontal lines at each relevant point - e.g. top of head, bottom of chin, middle of mouth, middle of eyes etc. Then draw the side view making sure each respective point lines up. Draw both front and side view by eye. Scan and import into GIMP or Photoshop. Create rulers/construction-lines as before, and use the various tools to stretch parts of the side view to fit the front view. GIMP: www.gimp.org/ Drawing board http://www.euroffice.co.uk/i/3n91/Rotring-College-Drawing-Board-A3-Ref-S0314150 Rollingr ruler: http://www.amazon.co.uk/dp/B000NM90EW/
  4. Try IrfanView http://www.irfanview.com/main_formats.htm along with some plugins http://www.irfanview.com/plugins.htm
  5. Thanks for the great article! Without taking away from anything you've said, I'd like to add that a lot of Developers now use 3D engines such as Unity to develop 2D platformers. In a nutshell, his is done by setting up picture backgrounds, setting up the camera 90 degrees to it, and constricting all actors to a 2d plane.
  6. I echo Dave's advice that you should probably consider using a different person for the tiles/backgounds vs the sprites. It can be quite a different skillset, and you would probably get the best price that way. Secondly, I recommend writing up a detailed spec so that artists know what they're quoting for, and everyone knows what the deliverables are. Once you have this document you could send it out to a range of artists and go for the best quote. Best wishes, Robin
  7. I'm undoubtedly completely biased in my answer, but I'd go for SketchUp. It's free, it's very quick and easy to get to grips with, and it's optimised for rapid creation of textured models. I personally find the results far outperform what you get from Blender or Max if you were to spend the same time learning each.
  8. I agree with Angus. Blender Game Engine can get you up and running with a working 3D game using just drag-and-drop elements called "logic bricks". There's a new book due out soon, which can help you with the whole process [url="http://www.amazon.com/Blender-Game-Engine-Beginners-Guide/dp/1849517029/"]www.amazon.com/Blender-Game-Engine-Beginners-Guide/dp/1849517029/[/url]