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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 oceanicnoiseworks

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  1. Hahaha for breaking bones and general "crunchiness", I usually resort to good old celery and bok choy (chinese cabbage). It's funny how many incredible sounds can be made with just vegetables.
  2. 1. I haven't used it, but I've heard very good things about Reaper. It's free, so you might as well give it a try if you're interested. 2. It all depends on your ram allocation. Most people use wavs only for music and dialogue and mp3's of some other supported lossy format for everything else. 3. The largest sound files are usually atmos, music and dialogue; shortest, sound effects and wild foley. It all depends, though. Audio for cutscenes tends to have much bigger files, though. 4. Sound on Sound (http://www.soundonsound.com/), Designing Sound (http://designingsound.org/) and Audio Tuts (http://audio.tutsplus.com/) have very good tutorials that cover everything from DAW's and recording techniques to sound design.
  3. Deus Ex: Human Revolution is, in my opinion, a brilliant example of adaptive sound that actually works and enhances the gameplay. Most stealth-based games are incredibly complex when it comes to implementation, due to the fact that the music is supposed to follow and represent the different "states of alert" of the enemies, and transition efficiently between them.
  4. Reaper has been getting so much good press and praise that I'm tempted to at least download the demo and give it a try. I've talked to a few people who have started using it for game audio due to the ReaScript feature (an option that allows users to run python scripting within the DAW). Sounds interesting for sound designers who can also code and are looking for alternative ways to do implementation.   Personally, I use Logic Studio (for music composition and sound effects) and Pro Tools (for recording, editing, mixing and mastering).
  5.   It pretty much depends on your budget, man. The Rode NT1A is a pretty good option to start with. It has a ridiculously low noise floor (which is a must when recording foley or sound effects), it's very affordable (around $270) and is built like a rock. If you have a bigger budget, Earthworks has some incredible studio microphones (especially the QTC50).
  6. Hey guys!   Here's a sound design demo for the Crysis 3 trailer that I finished a few days ago. As opposed to most game trailers, I decided not to include any music so that the sound design elements could be the main focus. Let me know what you think!   Cheers.   https://vimeo.com/57324814