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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. Actually, our worlds are randomly generated. We do not need to place lots of objects or lights manually. So the Unity level editor might not be that helpful for us. Sure, but still we fear that Unity would do it better than us. We agree with the fact that Unity does not necessarily have better graphics than Ogre. But we are wondering if it is worth the effort. Ogre is great, but perhaps it offers too much "control" for us, 3D newbies. Is it possible to obtain nices results with Ogre, while keeping it simple? Or do we have to understand much more things than someone who uses Unity does?
  2. Hi, I have been working, with a friend of mine, on a C++ project for a year now. When we started, we didn't know what rendering engine we wanted to use. That's why we have left the graphic part aside so far. (Actually, we are using a very simple Ogre3D rendering code. Good enough for us to test our game) We are realising that using a game engine like Unity would probably help us to achieve better graphics. Question 1 > What do you think about using Unity (or any game engine) ONLY for its graphics? First, I didn't really like the idea (Ogre seems sufficient for this kind of task) But after thinking about it, I have to admit that this feature alone is already a huge time saver for indie developers (you don't have to understand the 3D rendering theory) Question 2 I saw Unity only accepts JS and C# scripts. Our project is written in C++. We already have plenty of classes and files, and we do not want to start over... Is this C# thing a limitation for us? > How hard would it be to convert/import our game in an engine like Unity? (We would like to keep it like it is, and only throw the Ogre3D part away) Thanks in advance, and happy new year from France