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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 royibernthal

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  1. Yeah it is. Thanks again for the help.
  2. cgx11   It seems like UnrealScript is being completely removed in Unreal Engine 4, given the source is legit: http://gameindustry.about.com/od/trends/a/Unreal-Engine-4-First-Look.htm
  3. Obviously I won't be able to start my career at those big companies. But I want my path to always lead to that and not forget my goal.   I'm already a self employed Adobe Flash ActionScript 3.0 games developer working with an ex-Ubisoft artist. If the companies I wish to work at ask for C++, why not make kick ass stuff in a C++ environment instead of separating C++ and kickass stuff into two different tasks?
  4. cgx11   Those are 16 tiring pages of contradicting assumptions and maybe even a few conspiracy theories. I didn't see any solid answer to my question, sorry if I missed it.   MrDaaark   Quoting from previous post: "So is it safe to say a Gameplay Programmer is mainly a scripter?"   C++ is a king everywhere that matters, to me at least. Every big games company that I respect and can see myself working at in the future uses it.   Games are becoming widely popular on mobile platforms and can definitely make good money there, but it's not as if it's an alternative to PC, PS, Xbox... I never cared for casual/mini games, I always go for the enormous projects.   That is right and I sincerely hope I'll some day have the luck and skill to become a self employed programmer who can play in the big guys arena. Until that day comes I'd like to keep my cards and be able to work as an employee in companies I respect and one day even compete with. For that I do need to pass the job requirements.
  5. Okay, I have learned alot from that reply.   So is it safe to say a Gameplay Programmer is mainly a scripter?   You might be right about being able to make good games without ever needing to write a single line of C++, but since it's a requirement to get a job, why not kill two birds with one stone?   I imagine you replied to my post before I edited it, quoting a question you didn't answer:   Would you define Unreal Engine 4's new "Hot Reload" feature (C++) as scripting? It matches your definition. http://www.unrealengine.com/unreal_engine_4/
  6. I understand what you're saying and it does make sense.   You are right but the distinction I'm making is between full-fledged programming languages and simplified scripting languages. Less "tools" to use, correct me if I'm wrong.   An Inventory system is first and foremost a list of items, but you can always complicate stuff. Same goes for other gameplay related features.   Would you define Unreal Engine 4's new "Hot Reload" feature (C++) as scripting? It matches your definition. http://www.unrealengine.com/unreal_engine_4/     If gameplay programmers are not expected to program in C++, why do gameplay programming positions require expertise in it?
  7. cgx11   I'm a little confused, will UnrealScript still be used in Unreal Engine 4? If not, how will it be useful in it?   It's always great to see projects like that in the industry, it shows you that a small determined team can make great games. Project Awakened looks very cool too. It's a shame that their Kickstarter funding failed, I hope they'll find another way to fund their project.   Thanks alot, it's good to know :)     Daaark   I see. Wouldn't big systems like inventory, quests and such be better off programmed in C++ rather than scripted?   I'm aware of that but I really do favor programming over scripting, even in cases in which it can be done both ways. You have the tools to come up with more creative solutions to a problem when programming, not so much when scripting. That is my experience, I may be wrong.   Would you say that as a gameplay programmer I'd encounter more scripting than programming? From what I saw good gameplay programming positions usually require expertise in C++.
  8. I see, I definitely hope so. Should I familiarize myself with the tools, compiling their engine, etc? I don't see a point in learning Unreal Script, correct me if I'm wrong.   That project definitely sounds cool and innovative, nice idea to have infinite open spaces with no loading screens. You seem pretty excited about it, are you related to it in any way or are you just a fan of the work?   Well, there's little harm in trying Losing time over something I'm sure I'm not interested in doing for a living. That time can be probably put to better use.   I was thinking about getting to know C++ better since I'm definitely going to need it. If you have other ideas that'll help me become a better gameplay programmer they'll be much appreciated. As you can see my mind is pretty much set on gameplay programming, so I hope it's understandable why I quickly reject ideas like creating my own engine.
  9. Yes. It's indeed not impossible but it'll require me to stray off the the path to my goal too much.   Most of the things you mentioned if not all go under Engine Programming not Gameplay Programming, correct me if I'm wrong.   What I meant is if you have a different insight on Engine Programming not being beneficial to Gameplay Programming. If so, is it really worth the effort instead of focusing on more Gameplay Programming related subjects?   My goal at the moment is to become the best Gameplay Programmer I can be, rather than to make the best game I can possibly make - which obviously won't be able to compete with the big game companies. (hence I'm a little bit skeptic about creating my own engine, at least at the moment)
  10. jbadams   Torque3D is actually one of the engines I considered in the past, very good to know it now became an open source. I understand what you mean, but I see for example easing into 3D by starting with Unity for example a little bit of a waste of time if I have a clear plan to move on later to Unreal Engine 4.   Mathimetric   Yes I have thought about that. I've actually spent some time learning Ogre3D until the folks in the forum made me realize low-level programming is pretty much irrelevant to a Gameplay Programmer, or rather I better put my time into working on an existing 3D engine. If you have a different insight please do share.   cgx11   That answered many of my questions indeed thank you very much. From what you're saying Unreal Engine 4 sounds like the obvious choice (in my eyes at least), think there's a chance it'll get released this year? I've never heard of Infinity Universe before but it sounds like a very cool project.   I have no doubt I'll most likely get to work on different engines in the future, but developing my own from scratch (although crossed my mind) doesn't seem like the right choice if I'm planning to become a gameplay programmer. Like I told Mathimetric - if you have a different insight please do share.   shay.yizhak   Irrlicht seems like a fine engine, which would you personally prefer - this one or Torque3D? On a side note, are you by any chance from Israel?
  11. First of all, thanks for taking your time and writing this very detailed answer.   I considered Unity in the past but I'm definitely looking to program in C++ and nothing else.   A little discussion about the lack of direct C++ in Unity: http://stackoverflow.com/questions/10188636/something-like-unity-but-for-c-programmers   Furthermore, I'd rather not learn a completely new framework which I intend to leave later.   I'm definitely not looking for the easiest option or something in the middle, I'm looking for the best one. Difficulty is not a factor. I've got the time and the will to learn something new, I just need to know I'm on the right path before I dive in.     I'll try to rephrase a little bit.   Career-wise, would it be a wise choice to learn Unreal Engine 4 / CryEngine 3? Would they open doors for me in the future, not only in the companies behind those engines? Would any knowledge I gain from working on these engines be useful in other engines I might encounter in my career? Would the experience add to my resume?   Alternatively, are there any other engines I should consider? Not because they are easier to get into, but because they seem like a good choice.
  12. Hi,   I have roughly 6 years of experience in programming 2D games, in Adobe Flash ActionScript 3.0 (OOP). I've now decided to move on and become a C++ Gameplay Programmer in 3D games.   I'm looking to develop my Gameplay Programming skills in an engine that will open doors in the future. I'm trying to avoid engines that use their own special scripting language (e.g. Unreal Engine 3 - UnrealScript), and focus on ones that allow me to program in C++.   Would you recommend using CryEngine 3? or possibly even waiting for Unreal Engine 4? Keeping in mind that I most likely won't be able to get a license for whatever I make on the first run.   If not, should I go for smaller engines that allow free commercial use? If so, which?   My goal is to eventually work in one of the big game companies (CDProjektRed, Blizzard, Ubisoft...).
  13. Okay. I'll ask that specific question in the Business forum later, though it's the least of my concerns.
  14. All gameplay programming positions require deep knowledge in C++, that's what I had hoped for. I understand, I won't limit myself then.   In that case if I wanted to focus on Unreal I'd have wait for 4, it's good to hear unreal script is being replaced with C++, it certainly opens that door.   I do want to make a game based on an existing engine, it'll allow me to gain proper knowledge and experience that are otherwise very hard to gain through tutorials alone.   Would you recommend making a game in one of those engines (Unreal 4 or CryEngine 3) solely for practice? Keeping in mind that I most likely won't be able to get a license on my first run. Would it be possible to publish a game with no commercial purposes (completely free) without a license?
  15. Hi,   I have roughly 6 years of experience in programming 2D games, in Adobe Flash ActionScript 3.0 (OOP). My goal has always been to take it to the next level and migrate to the 3D games industry.   In Flash, I always took charge of all of the programming aspects (engine, gameplay, etc..), and I realize that to work on 3D games I must specialize in one aspect.   I'm still unsure of what aspect I should pick, although gameplay seems very appealing.   I'd rather not be an engine programmer (translating math and physics into code), I realize it can be interesting but I'm looking for a more creative and game-related aspect.   So far in flash I mostly enjoyed programming features like Quests, Characters, Skills, Inventory, etc... that are related to the specific game's engine rather than rendering capabilities. I find it hard to determine what aspect this kind of programming falls under.   Once I figure out what aspect I want to focus on, I need to figure out how. I'm looking for a path that will open for me a flexible future in terms of finding jobs. I'm a programmer not a scripter, therefore I thought it might be a good idea to start gaining experience in C++. What will be the best choice then? Unreal? CryEngine? Something completely different? For instance I'm very unsure about unreal because it has its own unique scripting language, which will only be good as long as I stick to their engine.   On the bottom line I'd like something that will allow me to get a good job (once I get proper experience ofcourse) in big game companies such as UbiSoft, Blizzard and CDProjektRed.