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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.

pixelsim

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  1. Hi there, A nice 3d engine I can recommend is [url="http://www.garagegames.com/products/torque-3d"]Torque 3d[/url] which I think is compatible with 3DS max. Torque 3d is now free to use. My advice is, instead of trying many many different engines, try one and just stick with it for a few weeks (providing it has good support).. Sometimes there is a just a learning curve, but once you are past that it's all much easier. Torque is good like that.. Just down as many tutorials and youtube videos as you can find and you will be making your own game in no time. Torque is definitely good for beginners to create a nice world with your own models, and it has built in multiplayer features if that's what you want.
  2. Hi there. I think you can find success if you build a portfolio of sites to display on your main website. You can even build different designs with "Your Title Here" and random screenshots to give game designers an idea, and just keep spreading the word in the indie game design community. Maybe even build a few for free to get your name out there, and a few "Website created by ________.com" links to build up your brand a bit. Yeah you should probably focus on indie developers right now but as your portfolio builds up there's no reasons a bigger game studio wouldn't choose you.
  3. I would also recommend studying the differences between each and choosing which will make you happier long term. If you are stuck in a job you are unhappy with, it really doesn't matter how big the wage is, you'll still feel unhappy. Good luck with finding the right course!
  4. Hey there! What you have described is actually very common from what I've seen and experienced myself. About how the game is getting "too complex".. I know how you feel. Sometimes you program very elaborate systems which then have to interact with each other and you have to remember what all your variables are and it can get very confusing. There are a few ways to help this.. First of all, I think it's good that the game is complicted.. When we are learning we often make a big mess of simple things.. we might use dozens of lines of code for something that one day we will only need one line of code for. But doing it the long way will actually teach you alot and later everything you learn will help you be able to keep things more simple. It's like baking a cake for the first time, you'll probably make a much bigger mess the first time you try it. Another thing I find that helps me is simply working on your project a little bit each day. This keeps you "in touch" with your project and also keeps it moving along. You can also grab a pen and paper and write down things as you work that you might need to look up later, like a little reference note-book. Next time you can also create a detailed plan about what your game is going to consist of and what system's you'll need. When you have the overall picture in your mind it helps give you a good direction while you are working. "Biting off more than you can chew" is something alot of us probably experience, but I think it's actually a good thing as it forces you forward into new areas of learning and expands your knowledge and skills as a game designer. About the motivation thing.. This is very normal and it's something you have to learn to deal with if you ever want to actually finish projects and ship them. The truth is, when you first get an idea, you just burn with excitement for the project, but that motivation always dies down as the projects get going, the challenges and hard work set in, and you get used to your own idea so it loses that "cutting edge" feeling it had when you first thought of it. You have to keep going despite these feelings. I think what alot of us game designers do is that we think of a good idea and start it... then we hit that phase where it's challenging and the motivation subsides, and we get a new cool idea so we abandon the old project and start a new one. Then we just get stuck in a loop of unfinished ideas. My advice is simply to make a list of the games you most want/need to complete. Whichever is at the top of the list as the one you want to finish most is the one you stick with. You tell yourself that no matter what happens, you will not work on another project until you finish the #1 priority. And if you get an amazing new idea, bad luck! That new idea is shelved and maybe it can be the NEXT "#1 priority", but you can't touch it until you have finished the current project. Also, surround yourself with things that get you excited and motivated about your current project... This might be music that you imagine will feature in the game or the trailer for the game, or posters in your room of games that inspired you to make yours.. Stuff like that. Oh and one more tip for getting things done.. Right click your current connection.. "Disconnect". Good luck!