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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. [quote name='psyhcopig' timestamp='1355252285' post='5009502'] I really want to know how the hardware pieces talk to one another for game enabled systems. I'm sure it's more complex than Processor - GPU - Monitor, [/quote] You really don't need to worry about that (unless you're writing drivers or very low level systems, I guess). Knowing how RAM works is a lot more important (though not when developing with Unity). I'm not quite sure what "Core knowledge" you're referring to, but the Cooking with Unity video tutorial I posted in my previous reply should give you a nice start. If you wan't to learn more about programming in general, you may want to read a book or at least a web tutorial on a language of your choice.
  2. No offense, but it seems like you're in over your head. Maybe you should try something more simple for a start? Because honestly, a "programming noob" should not be making 3D games... Also please try to be a little more informative in the future and at least use simple punctuation in your posts.
  3. It seems you underestimate the amount of work it takes to write your own 3d-engine from scratch... I like Kickpuncher's suggestion. Unity is an amazing engine and all the hard stuff (rendering,animation,providing an editor,etc) has already been done for you, so you can just focus on creating the actual game. Unity supports C#(quite similar to Java), Java Script and Boo for scripting. If learning how to code a game from scratch is more important to you than actually creating a finnished product, then you're going to want to get a good understanding of programming and master at least one programming language (I don't recommend C++, since it's quite difficult compared to languages like Java and Python). You're going to need to learn how to use classes,lists,import data from your hard drive,etc. Pick up a graphics frame work like SFML/SDL for C++, PyGame for Python or Slick for Java and try to write some simple games like Pong or Tetris before trying to create some more complex 2d games like an RPG. Trying to write a 3d game without knowing how to code simple 2d games is like trying to fly an airplane when you can't even drive a car. Edit: You really don't have to worry about things like engines not providing a "jump function"... There are very very few things you can't do with popular 3d engines like Unity or the Unreal Engine. Some resources : http://inventwithpython.com/chapters/ (Learning python by creating games) https://www.youtube.com/playlist?list=ELp5mgUw5g9EY (2D Game Engine in Java) https://www.youtube.com/playlist?list=PLlHjNcdoyw6UK30xrTUhjM-usQOOE5jhN (Unity Video Tutorials)