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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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About JonathanJ1990

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  1. I work with a team of five guys and of all of us only two of us have degrees,  two of my fellow programmers and my producer don't have a college degree and I don't think you necessarily need one to succeed as a game programmer. In fact the most experienced and sought after engineer of our team who left us earlier this year had a presentation at Unite , and yet has no degree. he's brilliant by anyones standards .   I find the educational foundation useful and overall I would argue that including school projects and released projects I have the most experience on different games in my team but the guys I work with are very capable and highly sought after themselves.  I worked on a lot of hobby projects myself and those got me far more attention  then my degrees ever did . In fact  on my first day everyone basically knew me as the " Stick-man game guy "  . the point being that your work has a potential payoff you just haven't achieved it yet. instead of  criticizing your efforts on working on projects could I instead ask if possibly you are marketing yourself incorrectly ?  Where does your portfolio show up ?  are you attending networking events in your local area? what kind of online presence do you have ?  they may seem like insignificant questions but in our field they are important . 
  2. I don't think I have ever been so uninterested in a console gen as I am in the upcoming one . even when I was younger and couldn't afford a console at launch and probably not for several years after ( not to mention i don't like being one of the lab rats) I had some semblance of excitement but not so this generation and it makes me worry am I just truly that much of a killjoy/ pessimist or is it possible this next gen just isn't worth my money ?  Cutting out all the multimedia stuff these next consoles will do that both my laptop and iPad do for me already on a day-to-day basis and just looking at them as purely game playing devices I am not really at all that excited . should be interesting seeing what kind of projects are developed for them but man I  have never been so uninterested in the net gen as I am now.
  3. I stumbled across this website in my research just in case anyone ese is interested:   http://www.eventsforgamers.com/events/_/conventions/
  4. OK Tom will do  I already read gamasutra pretty regularly but I don't gameindustry.biz too often so i will give that a shot
  5. I would have to say shigeru miyamoto the man and his characters were instrumental  to most of my childhood and early teenage years.  I have countless amazing memories with several of his titles and i am a massive mario fan to this day , to me Shigeru miyamoto is everything i aspire to be or produce as a game developer .      I also have to say my appreciation for peter molyneux comes and goes i was heartbroken in my teens when " project ego" managed to only be fable 1 but as i've gotten older, learned more about game development and my perspective on the series changes I feel like everytime i go back to fable the game seems just a bit more complete than it was last time. while by no means perfect i think it includes enough subsystems that makes the world one interesting cohesive universe but isn't quite as deep in terms of lore or things as skyrim or the witcher . It's weird but i appreciate peter molyneux some days and i loathe him others haha but i think about him enough that i can definitely say the titles he has worked on and spearheaded have impacted me substantially .   lLastly I would have to say the team at " The Behemoth" their games are so raw and so founded on the basis of being fun and addictive first and then wrapped in their own unique style that i can't help but imagine it has to be incredible to work on that team. sometimes it just seems like the fun they had in development oozes out of the monitor / tv. screen and  i absorb it hungrily. 
  6. I've always been curious how difficult was it to program something for the TI-84 ?
  7.  Hey Guys I was at the office when an artist coworker of mine brought up the production pipeline expo, it has some game development related discussions but overall it tends to be more artist- centric if the topics are anything to go by. So I was curious to know if there are any resources that cover game development  expos / conferences besides the obvious industry  giants such as PAX,  GDC, E3   ?  I know I have read about a few online through my linkedin connections and groups but usually those are more based around monetization and the business side of game development  thanks!
  8. I did a ton when i first started programming but overtime the " programming stamina" increases especially as you grow in knowledge and experience. i even know some senior programmers who burned out but that's usually more like project fatigue   .  it's a lot when you are just absorbing and applying theory but once you adapt a more 'logical "brain and you start to think that way it gets a bt easier in my experience!
  9. I hate when games have great concepts and fail in execution. One of my favorite games from IO interactive was freedom fighters I think it was a pretty solid game all around about what an invasion by russia on american soil would look like and have enjoyed beating it twice jsut because of how much I love it.   So when I heard about the concept of Turning point fall of liberty: which took place in an alternative WW2 where the Axis and primarily the Nazis invaded and controolled america I was ecstatic....unfortunately the game was terrible. great concept and I even love the intro news reels that show history diverged and lead to his scenario but the game itself was terrible .     I think situations like that where a good concept is executed terribly are the worst , because in order to have a good concept or story at least someone put effort and time into thinking it through but for the game mechanics themselves to fail it makes the othr qualities of such a game seem Irredeemable .
  10. I hate small tweaks in terms of 2d or 3d space for some reason it is so montonous to me to have to tweak the position of an object. for example a friend and me are working on an infinite runner, he has never made a game by himself before and this is his first after graduating from college. so he bakes in text to a background and then asks me to try to create a button over the top of the text embedded in the background. i thnk the mere thought of doing this delayed the project 2 weeks. not because it's difficult it's extremely easy but it is so montonous tweaking, running, checking if it's in a decent position, wash rinse repeat until it's in a decent space . i don't mean in terms of tweaking all small values but anything related to positioning relative to something.   However I really love debugging .even if it means there was an error in my original logic it reminds me of performing surgery on the organism that is my system . pinpointing the issue , correcting it and then running the program to see the code hopefully running in a healthy/ functional state is great! even better if i catch my  bugs before a team member does.
  11. I started with a Game Maker and I here construct 2 get so much love i might recommend that as well. If this is the first visual game you ever programmed I know for me working with something like game Maker to give me training wheels was an important first step. the first tutorial games i wrote were like 25% code - 75% drag and drop, but when i started making my own games for class projects it started to skew more towards code-based games until i finally made my own short  2D platformer   which was like 80% code and 20% drag and drop if even that.  I would suggest you get into unity for C# programming as well, but unity is primarily a 3D engine and while I am making a 2D game using the engine myself, it is only after having done several 2d games before and learning a ton about textures and 2D images.
  12. Hello Everyone so gamasutra  has an interesting article  where there writer essentially dissects the purpose of game Previews.  Essentially after being  showed a very controlled presentation on the beginnings of Bungies next project  the writer pretty much asks what's the purpose of game previews if  the only outcome of them is to be a glorified early sales pitch ( more or less).   So being an avid gamer and at one time a huge Gaming magazine fan ( I have subscribed to PC gamer, EGM, OXM, gamepro, Nintendo Power, and regularly bought PSN for a while). I have to say in recent years i have lost a lot of love for gaming - related media and especially magazine and website  previews .   really the best sales pitches to me are either Giant Bomb quick look vids and let's plays on youtube which generally tend to show me the good , bad, and ugly of games  but also give me a better idea of exactly what I am getting when i buy a game.    So My question is how do you guys feel about gaming media ? do you trust previews ...and * shudder* reviews ? Do they affect your decision to purchase a game at all ?  What does affect your decision to pick up one title over another ? Just asking for curiosities sake  , it's not too often  that the gaming press tends to analyze itself ( or not the sites i read at least) so i would love to know what other gamers think!
  13. in my first text adventure i made a casino function that  was supposed to be a place payers could spend their money with an opportunity to make more and use that for upgrades stat boosts, etc.  however i will always remember that function because that was the first time i encountered a rogue curly brace.  I kept running the function and it kept outputting the same exact results, which made the entire structure pointless especially since it was supposed to be a gambling area.  i studied that function for about a week before i decided to just read the entire thing line by line and discovered that by me missing one curly brace the entire function , barring one case,  was ignored by the compiler....... to this day i consider the rogue curly brace my greatest enemy ......
  14. I'm working a contract position right now so usually they don't care but this week officially signified the beginning of  our "crunch period"  so while normally they wouldn't care when i come in now it's important to have everyone their and working at the same time to accomplish as much as possible.    However i guess my "scheduled' hours  at my past two jobs have been  10 - 7 generally. though as you guys mentioned more often than not they care about what i have put into those hours not so much me sitting in the seat those exact times.
  15. i assumed everyone made their first Text-Based Adventure  or CYOA at some point to experiment with calling  functions ....or maybe it was just me lol