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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. I would like to introduce you to a story called Friendship Is Optimal: Caelum Est Conterrens.   It is a My Little Pony: Friendship is Magic fan fiction about a computer game, artificial intelligence and technological singularity.   Hofvarpnir Studios has just developed a Strong AI technology. Not content with using it for military purposes or violent computer games, they make it run a social computer game Equestria Online. Strong AI plays the role of omniscient benevolent Princess Celestia who generates unique and fulfilling playing experience for each player. If the player wishes for a pressure-free entertainment with no set goals, they will get just that. (This part of the story reminds me very much of the spirit of notgame movement.) If the player wishes for something different, they are getting that too. If it isn't every player's dream, then what is? But can any human trust or comprehend the artificial intelligence known as 'Celestia'?   My Little Pony: Friendship Is Magic is a popular animated television series whose fans produce a huge deal of art, music and stories. Normally one wouldn't share fan fiction other than on the sites dedicated to it, but I believe that outstanding works of any genre can transcend its niche and deserve to be known wider than previously thought appropriate. I am inspired by the facts that Infocom games used to be distributed via bookstores and how I found reviews for Kana: Little Sister at non-gaming websites (ForeverGeek?).   Though this story is a work of fan fiction, it is a story in its own right and no familiarity with My Little Pony: Friendship is Magic is strictly necessary to enjoy it. However, if you wish to familiarize yourself, these 2 introductory episodes should be enough:   1080p: episode 1, episode 2 720p w/English subs: episode 1, episode 2   The term "technological singularity", as used in this story is associated with the notion of intelligence explosion, coined by I.J. Good in 1965:     Of course, the problem of creating a Strong AI is hardly the one that any game developer gets to tackle on the daily basis. Rather, it's probably the ideal final solution that any game developer can devise for their games. Since the dawn of computing it remains a pipe dream - or one step away, depending on your perspective. With each passing year, as hardware and software grows more powerful, one can hope that this final solution to all problems is getting closer, if it is at all possible. This story explores the dream of each game designer or player who has ever had vision of the ideal game, which is anyone, I think. What would it mean for our games and for our lives if Strong AI, the final answer to our dreams as game designers and players, at last became available? The answer to this question is in this story. Right in the title, in fact.     So here's the story: Friendship Is Optimal: Caelum Est Conterrens. and the author's notes: On The Optimalverse: Reflections On Writing (in case you like to read author's notes before or instead of the story)