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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.

Mark dreamer of worlds

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About Mark dreamer of worlds

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  1. Hello, I am working on a game (starting to program and converting art to 3D). But before I even touch the completion of my game, a big question came to mind. I do not have a company and do I need to have a company to publish my first game independently? This is more for the Europe /Belgian people. Is there anywhere I can find the laws about this, or can I just publish the game without having a "one man company" registered to the officials and just pay the needed taxes from the money that I earned for it? (this is all hypothetically since the chances are big that it is gonna be free to play.) And although this game might become free, I still want to know this kind of information for further projects. I don't know if this thread is posted right, but if its not please notice me so I can replace it. Greetings Mark sneak peak in the first level design: [attachment=11845:room sketch1.jpg]
  2. No one?
  3. I am a student in search of a cheap (around or lower than 500€) Wacom Cintiq alternative. I have found the Yiynova 10.1 HD on amazon, but unfortunately it doesn't ship to Europe. My second option would be the Hanvon Sentip 1201WD, but that one comes around 800€. Still cheaper than the cintiq tough. The thing is I can't find anywhere a webstore where you can buy one. I am studying game design (concept and modeling, level building) and such a tool would come handy in manny way's. Anyone who lives in Europe and has managed to purchase one? By prefer the Yiynova 10.1 HD.
  4. Well, the thing is. I am planning that the whole gameplay is the story. The player himself is witness of everything the story is about. I'm not planning to use any cutscenes. The whole story is interactive, yes. But not in the way of mass effect. Think more in the way of the penumbra series/ (if any of you are familiar with them.) At the moment I am working on my own for creating the art, programming. I got quit some knowledge in UDK as in Unity3D, so I am planning to create it in eater one of those. Thanks for all your reply's, it really helped setting my mark on how to go further with my writing. greetings.
  5. Hello all. At the moment I am writing my first story for my very first game. Only thing is, I have no idea how many page's i should write. At the moment I am still on 9, there are many more to come. But should i put a limit on it? Because there is incredibly much going on in my head for my story and it all follows up like it should. I only fear that if I keep writing it in that order My story gets to long. Is there any recommendation of how many page's I should write, or should I just keep going and let the story decide when it is enough? greetings Mark from belgium.