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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.

TrickTrackMicky

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  1. Interesting, I was unaware that the values were directly embedded into the font itself. Kind of silly to think otherwise. I imagine it's just as easy as reading in the specific tables of the font itself. OTF as you said is more complicated so that would obviously be handled slightly differently. Thanks for the assistance SiCrane, I have a clear understanding of how I need to go about it.
  2. Hello, Sorry if this is the wrong place as this is my first post. I need help with some understanding with kerning font values. I completely understand how font kerning works but I'm used to importing kerning values for a specific font through a file. Now what I plan on doing is writing a bitmap font creator ( I know they exist, it's just a side project). I'm planning on having similar functionality to what angel code does if anyone is familiar with that. What I'm thinking is there has to be some sort of lib. out there that contains kerning values for standard fonts and all their sizes. I refuse to believe that people just hard code these values into some ridiculously long file or multiple files. If that isn't the cases then how to programs such as... well any program that you can type in handle the kerning of multiple fonts and their sizes? Do they really just have multiple files for each specific case and load them in once the specific is set? Any enlightenment to this would be greatly appreciated.