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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. Hi everyone! Let me introduce myself, my name is Francisco and I'm an architecture student. I've recently become interested in algorithmic design, which is basically utilizing math to help design (an example would be structure or space optimization). To contextualize, I'm a noob with numbers, so as far as algorithmic architecture goes, I´ve just played with some tools that help with it (Rhino Grasshopper for example, which is a 3d parametric modeler). I want to develop a software in which I input areas (represented by rectangles) and it organizes them and presents me various possible solutions to a floor plan. I will learn programming to try and develop this, but I have so little knowledge in programming that I don't know how to tackle the problem directly. The problem consists in trying to group a bunch of rectangles in the least possible space (not within a container, no boundaries). at the same time, I want some of these rectangles to be closer to others, so there is a hierarchy of proximity between rectangles. For example, if I wanted various possibilites of a house floor plan, I'd input spaces such as kitchen, dinning room, living room, bedrooms, etc., and it would not only group them in little space, but also ubicate them according to desirable proximities (kitchen - dinning room for example) and viceversa. So basically, it would be some sort of 2d bin packing, but is there a way to control how the objects "pack" so I have the desirable proximities between them? Is it possible to develop a genetic algorithm with multiple fitnesses? so it searches for various solutions taking into consideration ALL of the desirable conditions (least total space, and all the proximity conditions between objects). Thanks in advance, open to suggestions,ideas or anything.