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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. Thank you Nathan for the extra information!  Been playing with FMOD a little.  Very interesting stuff.   Brainstorming on the new collection of music we are making for the game developers here and we were hoping some of you would add to the list, however we are pushing ahead with our first “free” non-profit set for everyone here at gamedev.  Which will most likely include the above mentioned brainstorming.     It’s a bit different coming from the “static” side of production music to something “interactive”.  Thank you again for the direction.      Sincerely,       liftedCREATION  
  2. I've come up with a list of possible in-game moments and some overall music needs for games. Please comment and suggest Thank you! - liftedCREATION BEGINNING Intro to musical arrangement - (Suitable intro with nice build-up to main theme 1:00 . Wav) { Light Orchestra } -> Blend in with “In-Game Music” “In-Game Music” - (Subtle & Engaging / 2:30 Looping .Wavs) { Light Orchestra } -> “Ambience”, “Battle Music”, “Cut Scenes” ENVIROMENT CHANGE “Ambience 1, 2 & 3” - (Quiet & Subtle / 2:30 Looping .Wavs) { Light Orchestra } “Battle Music 1, 2 & 3” - (Orchestrated & Epic / 1:30 .Wavs) { Percussion, Full Blown Orchestra } “Cut Scenes 1, 2 & 3” – (In depth & revealing / 2:30 .Wavs) { Light Orchestra } IN GAME MOMENTS “Being Chased” - (Fast & Edgy / 2:30 Looping .Wavs) { Percussion, Horns, Trumpets } -> “Battle Music” “Close Calls” – (Holy Crap Moments / :15 .Wavs) { Percussion, Strings, Bells } -> “In-Game Music” “Character Dies” - (Sad & Emotional / :10 .Wav) {Cellos, Violins, Tuba } -> “Character Lives” - (Incredible & Magical / :10 .Wav) { Horns, Flutes, Harps } -> GAME SCREENS & MENUS “Mission Success” - (Thrilling & Congratulatory / .30 .Wav) {Chimes, Victory Horns } “Mission Failure” - (Disappointment & Regret / .30 .Wav { Strings, Sad Slow Horns } “Continue” – (Engaging / :10 .Wav) { Light Orchestra } -> “In-Game Music” “Load Screen” - (Hypnotic & Trance Subtle / .30 Looping .Wav { Strings, Light Percussion } “Title Screen” - (Memorizing & Hypnotic / :30 Looping .Wav) { Percussion, Orchestra } “Mission Screen” – Intense & Down to Business / :30 Looping .Wav){ Percussion, Orchestra } “Menu Buttons”- (Click/Select, Over, Back, Up/Down, Error) { Bells, Chimes and Special FX } OTHER “Misc. Moments” - (Different Stabs and Scales - Misc. Music ) { Bells, Chimes, Interesting Instruments } “Special Effects” - (Different Whooshes and Transitional Elements for Menus and Screens) ENDING “End Credits 1& 2” - (Conclusion & Relieving / 2:30 .Wavs) { Full Orchestra } We don't make games, so these are mostly educated guesses to what you game developers might need and are looking for...Please advise further.
  3. Nice post Nate, You make some very valid points and concerns to think about while gearing up to make production music for games. Personally I am having a hard time knowing what game designers are capable of, for instance...what can and what can't they do... Basically I am viewing this as a "choose your own music theme". We start with themed intro, then basic background loop,then A-E transitional themed elements to -> A-E loops (A = Ambush, B = Alerting, C = Find Clue...etc..D, E)...then to A-E outros -> back to basic loop, at some point the end. While programming this in-game, do/can game developers just loop .wav files and can pick and choose, with-out glitches? Would it be better to Fade out and Fade in for transitions...like you said, [quote]- Does it loop seamlessy? I have yet to see a single one of these kinds of posts feature their music looping. If the client wants it to loop, can you make it do that?[/quote] Also on a quick side note. What about special effects, for instance, reverb and the like, do game designers like to add their own in-game audio effects? Can they play more than one track at a time? For instance, We have our awesome background track....and in come some drums because there is a surprise or something...are they capable of timing the music with the background track, fade in and out, etc.? One more thing...what about naming and sorting all these music files? Does anyone have any preferences? Thank you in advance, liftedCREATION
  4. We are looking for suggestions for music in 2013. Let us know what you need.
  5. Afternoon Brian, Thank you for correcting me on the royalties. With that being said, is $600/min the avg. for indie game producers to pay for “non-live orchestrated” exclusive music? Also could someone point me to the person in charge of the Marketplace here?? Thank you,
  6. Hello everyone, It seems that you would want to factor in how much money it is going to cost you to make the music and who is paying for it. For instance, are you making this on your home studio, by yourself, or are you paying people to play instruments in a somewhat “decent studio”. Also, is this going to be exclusive or non-exclusive because selling one 10 min. song for $6,000 compared to selling a song a bunch of times for $25.00…Seems if they want exclusive music rights then you apply the appropriate zeros. (As Brian noted you will not be getting royalties, so go ahead and add an extra zero...) Thanks Brian! No one is going to make Micros**ts next tune for $25.00… I suppose you would want to figure in how long it takes you to make a minute a music as well 2,3,10 hours?? Days? Weeks? Anyway, just found your site a couple of days ago, glad to be here, feels like a good place to meet game designers and discuss gaming music from top to bottom. Sincerely, liftedCREATION p.s. Listened to your music Nathan and Sam, nice work!!
  7. Dear Developers, Nice to be here! Check out our website at http://www.liftedcreation.com for our latest independent production music. Sincerely, liftedCREATION