• Announcements

    • khawk

      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.


  • Content count

  • Joined

  • Last visited

Community Reputation

115 Neutral

About HuggetSukker

  • Rank
  1. Thanks to both of you! I think I'm a bit damaged. I've lost a lot of sensitivity towards orchestration (or perhaps consciousness?), and always hear the compositional contents before their "wrapping". This is bad. I guess it may be good for picking up styles within composition (counterpoint, structure, harmony), but bad for learning the art of production, or combining the two disciplines. You've convinced me of where I should focus. Also, I think most composers who are in some way a little inspired by retro videogames, have had a long time to get over that phase. I'm weird (freak weird), because I didn't even get properly into that phase until very recently. I became fascinated by the compositions of many video game classics and it did part of the damage on my style. It's silly. But it's mostly due to lack of production skills. [s]@IgnatusZuk: Yeah, I agree. I don't need breadcrumbs from the developers who contact me. They're doing it really low-budget, and there are a lot of good composers working for free. So if I had to be paid, I wouldn't have a chance to get ahead. It makes perfect sense.[/s] Edit: What I wrote above was misguided.
  2. Hi folks. I'm pretty new at scoring games, trying to get a little ahead. I can't expand my portfolio fast enough. After doing a couple of slightly confusing unpaid gigs, I find myself in need of a reality check, motivationally and technically. Long story short, I want you to listen to my music, and tell me what you think are my weaknesses and strengths, and give me any good advice you can think of. Keep in mind that only some of it is specifically made with games in mind. Most of it is just made for practice, but I'm sure it all says something. [url="http://soundcloud.com/fisk42"]http://soundcloud.com/fisk42[/url]