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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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  1. This is closely related to something I learned from my own progress as a writer and from film school, where you just write the story, and themes, morals, and questions will automatically begin to emerge from it as you review it and think it over. I never write anything with a specific message in mind. I only write a story that happens to have an underlying point or theme to it.   I didn't go into writing the script for the surreal fantasy adventure game I'm working on thinking: "OK, it's going to be about the balance and interplay of power, freedom and responsibility; about growing up, coming of age, and finding your place and purpose in the world." Of course not. I just wrote what I thought would be a good story, and I only realized afterward that those where the things it was about, under the surface. Same with the script for a 45-minute animated film I wrote an number of years ago, now. I didn't realize until after I'd written it that it was really about coping with grief and loss; moving on with your life, and continuing to live life fully, despite whatever reality throws at you. Again with the post-cyberpunk novel I'm writing, as well- but you get the idea.
  2. That's some good info, there.   I guess I should also mention that I've already done a fair amount of research on the infinity engine, and read a lot of developer interviews with the Black Isle's developers about how they created their Infinity Engine games. I've also been digging around in my PS:T files using Infinity Explorer to see how various stuff works, as well. On top of that, I've downloaded GemRB, and have been looking for tutorials on how to use it to create a new game, but there's virtually no documentation or tutorials out there for doing that- at least not that I've found.   I've thought about trying to develop a prototype using CryENGINE 3 or Unity, but I'm not sure if I want to go that route or not, yet.
  3. Is there any 2D/2.5D isometric game engine available out there that uses a coordinate system, rather than a tile-based system? I'm getting tired of seeing all of these tile-based game engines out there for isometric games. I think coordinate-based games look so much better than tile-based ones. I'm looking for an engine that replicates the seamless backgrounds seen in games like Baldur's Gate and Planescape: Torment, rather than the blocky tiled environments of RPG Maker games and the like, which seem to be everywhere.   As they say in the PS:T vision document: "Tiling is for bathrooms, not games."