• Announcements

    • khawk

      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.

Orange Claymore

Members
  • Content count

    2
  • Joined

  • Last visited

Community Reputation

105 Neutral

About Orange Claymore

  • Rank
    Newbie
  1. I appreciate the responses.  There is definitely a part of me that was wondering if this was more of a trial by fire sort of deal; after all, the vast majority of what I've learned about computers has been piece-meal and trial and error on my part.  I guess I just thought it would be more straight forward in an academic setting.   Oh well, I'll talk to my instructor on Wednesday to see if there's any advice he can offer.  Thanks again.
  2. Hey everyone!  Long time lurker, first time poster here, and wondering if anyone could offer help or point me in the right direction.   Right now, I'm in a computer simulation and gaming program in college.  The program I am in lets students choose between design, programming, and art emphases.  I have chosen to do a dual emphasis in both design and programming.  I'm in my second semester.   Here's the thing - I'm in my second semester right now.  First semester, we started working with basic programming concepts and mild OO programming using C# (I have some background in C++ as well).  We never moved beyond programming anything outside of DOS, with no graphics or event style programming.  This semester, however, I have a class that has immediately thrown us into working with Unity.  Day 1 we were divided into teams, were put to work on the Lerpz tutorial on Unity's website, and were told we had to have a game up and running by the end of the semester.     Following the tutorial is easy enough, but I'm totally lost on how one goes from basic C# programming, to scripts, to Unity.  I feel that there were some steps missed here (and I'm taking the path through the program as it's planned out).  To be honest, I'm a little worried as to how my team is going to get a full game up and running by the end of the class, no matter how basic.   I'm trying to fill the gaps in my knowledge, but I'm having a rough time of it with work and all of my other classes.  If anyone could shed some light on this, I'd greatly appreciate it.