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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.

Peter Mishustin

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About Peter Mishustin

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  1. I'll cut right to the chase, Right now I only understand how to put an array of vertices into a buffer, and have them pointed linked and filled on to the screen. I want to be able to make pong, which involves 3 squares, player 1 square, player 2 square and the "ball" square. How do I make it so I can spawn the ball, and 2 players without having to use one array, which I'm sure would be too arduous and very painful. Any direction in which I should be facing? Conceptually speaking? My ultimate goal in all this is to get a better understanding of a relatively multiplatform API.  
  2. I would really appreciate some help in understanding what the function does, and how to use it. If you could give detailed (like I'm five) examples with code I would appreciate that alot.
  3. [quote name='zalzane' timestamp='1349198824' post='4986107'] Everyone in this thread is a naysayer. The first thing you do to create a game engine is to program several games. Take note what kinds of tools and algorithms you reuse in each game, and build a framework off those algorithms. Needless to say, once you've programmed several games, you won't actually be a beginner anymore. [/quote] Thankyou SO so so very much. Your relatively small, but effective answer gets my upvote. I understand alot more now, and have grown better from it. I hope something good happens to you in return (karma).
  4. Hello! Please brace for NEWBINESS- I was finally sick of "Playing games" that make rules for me and I wanted to make my dream game! So, after long hours of reading (very interesting) books on Python and C++, aswell as other languages, I decided to start! So i bring to you this question; Where do I start? I dont want to use an engine, i want to MAKE one- Voxel based, full 100% destruction, lots of physics and math involved, 2D visuals using sprites and such. How do I start? Where do I start? What am i missing? How do I improve? I'm hoping you can answer my question, since i've been getting pushed left and right and downvoted everywhere