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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. Obviously he just wants to know how to display 3D images on the screen.   Use an engine like Unity.
  2. I agree that this convention is tiresome,  but you have to be careful with radical ideas like this.   The evolution towards removing the NPC is definitely a result of the 'lazy gamer' who is used to the convention and just wants it to happen quicker with less thinking involved.   It's risky to add cerebral elements to mainstream-types of games,  you know,  parts where you have to think and be creative.  I think it's risk because most players just want to shut their brain OFF when they play games.  Thinking is a BAD THING to most people.    We as indy developers are enticed by cerebral experiences,  but mainstream gamers really aren't.   The mainstream wants easy gratification,  and addiction badges that prove they have less of a life than everyone else and are therefore somehow better people.   I agree it would be a great idea,  but my instinct tells me that anything I think would be great is something  the mainstream just won't dig.
  3. http://danmckinnon.net/retrocard/?id=13 http://danmckinnon.net/retrocard/?id=10
  4. So I'm making a pet project from like,  20 years ago...   Lots of people might remember HyperCard from the 80's.  It was a programming / paint tool,  kind of like an Adobe Flash of the 80's,  only a lot cooler than flash because it came first and it kicked ass and was really easy to use a 6 year old could do it.   Anyhow,  my project is heavily inspired by my experience as a kid, playing with HyperCard and learning to program.   It's hard to explain what it is.  It's a game,  a paint program, a programming tool, and a collaborative point-and-click adventure all in one.  The game itself is programmed by the very players who play it.    Well, that's the idea behind it anyway...     So I'm wondering who wants to be a alpha/beta tester?  Help me find bugs and stuff.     I have a working version,  it's definitely not finished,  but here it is anyway...   Visit  http://danmckinnon.net/retrocard/?id=1 to check it out so far.     let me know what you guys think,   thanks everyone