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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'm going to list some of my own experience, in hopes that you find it helpful and insightful. Use it as you will.   I've always acted as more a design lead myself, in terms of  game mechanics/logic (game levels, characters, combat, etc.), so I understand that side of how you feel. A clear vision for each game and extensible concepts that fit within the overall vision are necessities.   That said, you don't want to define your role that way. I wouldn't say you shouldn't be the "idea guy", but you definitely shouldn't expect to be JUST the "idea guy". Find a way to contribute on one end or the other. I generally focus on software architecture in projects I work on (lately many non-games), and enforce software engineering principles, etc. but that is also my academic area of expertise. I also contribute more than my fair share of the actual programming. I have a background in 3d graphical applications as well, and understand enough of the concepts of the artistic side to be able to use/incorporate the models and art that is provided, as well as make reasonable requests.   This background normally puts me into some form of lead role since I have knowledge in multiple areas, I like to think that I have a good head for game mechanics, and I pull my own weight (programming) so that the necessary respect is there. My advice? Decide which role you would rather fill in your team from a product point of view (code, models, etc.) and excel at it. The other roles WILL have to be filled as well, but on a small team they shouldn't define the core role of any single team member. Be a programmer or an artist that additionally contributes heavily into the concepts you feel you excel in. Success will just grant more opportunities to do so again within the team.