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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.

Carlos Oporto

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  1. Game looks great. Love how the new level upgrades are done in the way you can choose what you get. Looks like a fun metroidvania to play. 
  2. [quote name='RoyP' timestamp='1353363616' post='5002469'] Hey, Carlos. I think the chart [i]look[/i] great, but the structure looks off. At first glance, it looks like you're going for a "start here, make this choice, end up here" type of flowchart, but it's really not. The links in your post were great. Lot of good stuff in there. I'll share it with my Meetup group. Thanks for sharing the info. BTW, I dig the pixelated background. Very cool. Roy [/quote] Yes the links have been really useful to me, and probably to others will. I changed the word "roadmap" for "resources" since the links is the most valuable stuff to dig around. For a next chart I will try to improve it so it can be easier to follow. Great that you shared it in your meet up group.
  3. [quote name='Servant of the Lord' timestamp='1353300437' post='5002247'] That collection of links is nice. For some reason, the first [i]several[/i] times (at least three) I visited your blog post, none of that section was visible (only the article above them, and the chart) - I was even looking specifically for links after 3Ddreamer mentioned them. [img]http://public.gamedev.net//public/style_emoticons/default/rolleyes.gif[/img] [/quote] There is a button that says continue (to read the whole post), since there is only one post right now maybe it was not that clear. I will rename it to "Read More" thanks. (or just take it out and show the whole post better).
  4. Servant of the Lord and 3D Dreamer, thanks for your honest answers and feedback. I know that I have a long way to go in developing video games. Just one thing I am not new to technical/artistic work. I have been working with 3D and motion graphics for entertainment, tv commercials, and some websites [url="http://behance.net/carlosoporto"]for around 9 years[/url]. That said but if I am entering the video game industry I have to learn to take critiques and learn from that feedback (specially in the iterative game design process). I am fairly new to video game development (around 6 months), here you can [url="http://www.youtube.com/user/stillalivegamestudio"]see[/url] the game I was on as a Level Designer, I recorded a development diary for the Level Design process. I agree with you that the actual path will be different for everyone. I wrote it initially for my personal guide and to help others, and I encourage to make your own paths. I have mostly included only books, online tutorials since in my country there are no places where you can learn video game development. (if not probably I would have taken those classes instead of advertising). I have been following this guide I compiled and so far it's good. 6 months ago I didn't understand how to program a Hello World (working in 3D, After Effects is completely different from programming, but the transition wasn't that hard). But with this I started with some interactive online Javascript tutorials and then learn C#, prior to that learn the fundamentals of programming. Once again thanks for the feedback, maybe I felt it a little harsh in the beginning, but I read again and in the blog of Lion Inn Games I will put more about development diaries of the game I am making than trying to teach real knowledge (at least till I really published some games). And I will rename the post to Indie Game Development Resources, sounds better than Roadmap.
  5. [quote name='SuperVGA' timestamp='1353284046' post='5002170'] Hmm... It's a good looking chart. - I like the colours you used very much. But: before you compiled it, did you check that everything made sense? I have a hard time figuring out what sort of chart it is, but I'm sure that it's not a flowchart. For instance, are 3d in photoshop and 3dsmax prerequisites for getting started with unity3d? And if i pick programming foundation, I get to use C#, but will then have to start out by working on game #2? The links available on your blog are really cool, though. ;) [/quote] I put 3D Foundation (not 3dsmax) as a requesite, 3D foundation can work for 3ds max, Maya or any other 3d program. With 3D foundation I mean now the differences between a polygon, curves, UVs, materials, lights, primitives, what the word render means, stuff like that just in a basic way so you don't get lost inside Unity. As for the post maybe a better word could be resources and links than chart. Glad that you like the links, they have help me a lot.
  6. Hi everyone, I want to contribute with the community with a post I did about how to start developing indie games. This is something I compiled and I am following to make games in [url="http://twitter.com/lioninngames"]LionInnGames[/url]. First to say this is no easy task, it's better to start with some simple and small game and the scale it up. I learnt that the hard way. You will find resources for learning to program (in Javascript, C#), and two routes the 2D one with XNA and the 3D one with Unity 3D. Also an extra section about doing 2D indie games with Unity 3D and some plugins. And some business stuff that is required so you can make some coins. You can see the whole Roadmap To Develop Indie Games and resources [url="http://lioninngames.com/the-roadmap-to-develop-indie-games/"]here[/url]. Hope you like it and feel free to give feedback in the comments. EDIT: Since the feedback received here from other members I changed in the post the word "Roadmap" for "Resources and Links" since the links it's the most useful information.
  7. I don't think design is just enough. At least not enough as you are describing it. For me ideas just have a maximum of $100 and the execution is the multiplier, read [url="http://sivers.org/multiply"]this[/url]. Yo won't go anywhere with just ideas, don't feel bad about this, just take it as advice from my personal experience. I had a lot of game ideas and web apps ideas, but since I was not a developer I couldn't make them reality. Your design doc probably is really good and worth like $100, but without execution you will not have that multiplier. Also games are an iterative process, you just can't follow a manual or design doc till the end, you will change a lot of things in the way. I am starting to work as a level designer for a game, [url="https://www.facebook.com/stillaliveStudios"]Son of Nor[/url], and I understand that now. I am also learning to code, maybe I will not be the best programmer but at least I can execute my ideas so they become reality and be worth something. I recommend you start learning how to make simple games, start making small prototypes, really simple games that could be done in a week. You will learn a lot of game design by actually making a game. Good luck and don't give up.