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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.

Lokibes

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  1. Thank you all. It's seem I'm asking the right persons, in a right place. I shall and should learn over and over again from this quote [size=5]"A job title is not a Stop sign or a Yield sign or a One Way sign. A "game designer" title is a How Can I Help sign".[/size] And thank you again Tom Sloper, for moving my post to the place of its type. My deeply thanks to Orymus3 and Frob too ^^ . . . . Also... sorry for my bad English >"< Thank God I'm still able to understand what you've written ^^
  2. Hello everyone! I have put in a little problem, raised from our game development team. Since this is about the procedure of any team and even company, I 'd like to share it and glad to receive advice from you guys... In my team I'm in charge of Game-designing. My ideas and design-documents are all good so far. We use an effective tool to deal with playing animation in game. The tool will allow users to define rectangular bounds of each sprites in an image (which is drawn by Game Artists), then export all the information to an XML-like file. Programmer will then use code to load and display sprites as defined in the XML-like file (playing the animation). From what I've said, will you agree with me that, this is a tool made for Game Artists, to work faster on creating animation effects? But game sprites are refined (re-drawn) over times, and sometimes my team can't wait for Artists to update the XML-like file, or they must add some information to the file, to support the programming process ..etc... Our leader said that adding and updating the XML-like file is duty of Game Designer. I totally disagree with him, because a Designer is not an Artist or Programmer to implement the stuffs, just like strategists will never fight in battle field - that is the duty of soldiers (I won't say which one is more important, because WE are a TEAM). The strategist can create mini-battle field in order to show his strategy, but he will never (and shouldn't) actually fight. Since in my country, "Game Designer" is still new, and all I've learn is from experiences, I don't really know if I've right or wrong? I still think "Designing" is imagining and transferring ideas to ones who implement the Game, not interrupting others' works. What do you guys think? What should I do?