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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 Kk1496

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  1. I like his videos. He's really inspiring. :)
  2. I know candy crush but cookie clicker I've never heated of. Still a clever name.
  3. Those are some awesome ideas! The egg idea sounds cool. Cooke clicker, that's clever. :)
  4. Last week I started prototyping a game. It's a 2d casual game for iOS that combines the idea of disney's tsumtsum with the objectives and level systems found in match three ages like candy crush and farm Heros. Along with the prototyping, I'd like to start thinking about the theme of the game. Currently, the player is collecting yellow smiley faces (does anyone remember Walmart in the late 1990s?). But I'm not quite sure where to go from here in term of art? I like how Disney was able to take existing characters and make this sport of thing. But can it work backwards? If someone were to create a bunch of characters and expand on stories in future games (just bouncing ideas here). Another thing is that I would like to put the prototype out for feedback. Well I've got to call it something and I'm not sure how to come up with that either. But I guess that'll come with the art (you look like a -{insert title}). Any suggestions?
  5. Hi Same problem here. Nobody does gamedev in Hawaii. Lol
  6. 1. Keeping things small and simple. Not getting ahead of myself. I'm working on my fourth or fifth attempt at making and finishing a game. I've made a few mistakes the past few times with marketing a game that I hadn't completely thought through and working with a team ofnpeoplenthay had different goals than I did. 2. Three major reasons A. I've always liked drawing. As a kid I drew stff,mane then input it away, and that was the end of it. I played a lot of games too. One day I found thisnyiutube video that talked about how easy it was to learn how to make games (mostly bringing attention tonthenfactbthay there is a variety of information all around the Web) I learned tomcode and now they go hand in hand. I don'tntgink incould do both working at a studio. B. It irritates me to see people upset battle fact that ciokent video games are causing violence in children. To me this proves that games make people think just like any form of art. I'd like to try to make games with anymore positive message. C. My favorite game is making games! 3. I look at oth per games. For example, I lost interest in candy crush so I try to think about why that happened and how I can put my own spin on it. 4. Stop? Eat? Sleep? Idk. Thanks for asking these questions. I think it's good to reflect on this stuff once in a while.
  7. Wow this looks great! Do a lot of people use this? I'm assuming I don't have to pay for the apple developer license (like when you submit something to the App Store)! Any suggestions doe where are good places to look for testers? I know here for sure but anywhere else?
  8. i found a Chanel on YouTube (Rick Davidson) about indie dev advice. It makes a lot of good points about getting feedback early in development. Lately I've had an idea for a mobile game (iOS). How would one go about getting feedback for that? The way apple has things set up, yiu can't just go downloading apps from anywhere. I've thought about placing a unity web player in a google site and just saying something like "Note: this is a game for iOS. " but I don't think that would be very effective. Thoughts? Suggestions?
  9. I'm working on an project with an artist, writer, and myself as programmer. Being the only one touching the unity project, I thought it would be a good idea to release builds of prototypes so we can all try things out and decide on features as a team. However our artist is not able to run the application. The .app works on my computer. When the artist tries to open it, she unlocks it through system prefs. it Seems like it's going to open but nothing happens. There is no error message. I have tried building it in developer and on-developer modes. Can anyone suggest ways to fix this problem?
  10. OK. so I got the shaders added to the bundle. It looks like its easier to make  a cocoa app project and take everything out.    No, I just have to get the shader to compile.   It's telling me that it doesn't support version 130.   any ideas why?
  11. Well, I found the bundle, and the shaders aren't in there. They've been added to the project so, could this be some kind of build setting issue?
  12. The shaders are added to the project. In fact, they were created in Xcode. I copied the code from the example into my project. Nothing seems to work.
  13. I found this tutorial http://www.tomdalling.com/blog/modern-opengl/01-getting-started-in-xcode-and-visual-cpp/ His project has a .mm file that handles apples way of using file system and framework. I was hoping that i could do it completely platform independent, but I guess not. I assume that if i wamyed to build for Windows, I'd have to take my files into visual studio and write some code to check what operating system I'm using?
  14. Tough questions. I mean, I have ideas.but they all seem vague. The player could have been exploring the area (like a valley or something). And discovered it, got lost in it? Its an abandoned alien ship? I read a novel by Octavia Butker called "Dawn". The aliens in the novel used their hands to open walls (so,etching about their DNA I think). But I thought their had to be a trade off for that like a loss of mass. That's how I justify the player moving different pieces of wall. Am I over thinking the story?nit still doesn't feel complete.
  15. I am trying to turn this project intonam Xcode project. https://www.dropbox.com/s/3wk7erfmlndzeyr/BenGraphicsTut8.zip?dl=0 I have everything working up until the program opens the shader files. It says it can't find the files. What is the proper way to Add and use shader files in Xcode?