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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 crazyheaven

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  1.   I have an older edition of this book and it was amazing.   I recommend this book as well.     My java book I used was head first http://www.amazon.com/Head-First-Java-Kathy-Sierra/dp/0596009208/ref=sr_1_1?s=books&ie=UTF8&qid=1360406369&sr=1-1&keywords=java+head.   I'd recommend that one too.  My goal wasn't to finished the book.   All I wanted was to read up on what I needed to know to start android and had no problems getting that background with that book.  
  2. I never done anything on this scale.  In the past i enjoyed making short snippets of functions  I like the idea of breaking all my code down into small bite size pieces that I could call whenever I needed something to run.   It allowed me to work for briefs amounts of time and accomplished something within that time.  It helped me keep track of the pointers and made bug testing much easier.   The biggest project I've done was a completely word based board game that might have been only 300-400 lines so it isn't anything complex.  However, it was my best work so I was proud.  Since it was for a final project on my class I couldn't use any libraries and we didn't go to deeply in their use.  My next goal was to create graphics to go with my game and that proved to be much harder than I realized going in.  I had so much to learn about open GL that I never made it anywhere with it.   I'm learned that I need results to stay motivated.  Reading a book and tutorials for a year+ isn't going to do the trick if it means not working on what I want to be doing.  
  3. I work a lot and forget the world around me even exists at some points.  Here we are at 5 am and I was suppose to be in the bed by 1 am.   I have a few problems that I'll list:   1)  Only computer I have that is powerfully enough to handle anything is in my exercise/computer room that everyone thinks I spend way too much time in.   2)  My direction isn't clear.  Picking up a book and trying to gasp all it's concepts may not be the best approach.  Right now I'm trying to work my way through Android game development for beginners.    Considered also using an engine like uility and or UDK since they allow me to get right into what I want to do which is design the game.   3) Getting stuck on a few concepts hurts.  I'm the type of learner who will be completely lost about something until I get that click where everything comes together.  Sometimes it is hard finding out what I'm lacking to make that click happen where it all joins.    4) Completely unrelated to programming but I have few problems with depression.  When certain people in life get me down I find it hard to do things that I enjoy.   I'm taking strides to get as close to over that as possible.   Doing nothing at all has never made me happy so I have to stop resorting to that as a possible solution.     Getting started isn't my problem at all as is finding excuses to go work so I don't have appear rude.  This is something I wish to and yea, it is taking a lot my time.   For about 6 months I worked a contract job teaching kids about computer science.  We explored games, websites and animation.   I enjoyed it so much it was the only job where I would have been willing to pay to be allowed to go into work.  I have a really hard time finding a balance between going around the clock to doing nothing at all.       That was the deepest second post I've ever made... anywhere.  
  4. In the past I have created games using scratch, alice and app inventor.  I took the following introduction classes: Java, C++, HTML.  All of these I found to be both easy and enjoyable.   About 6 months ago I sat down with the goal to create a android game after learning how everything worked.   My biggest problem wasn't the code as much as the motivation needed to learn it outside of a school environment.  I've read so many reports of things being "so" easy to program via android that I figured I wouldn't have much trouble.  Either that wasn't true or I'm no where near as good as I thought I was because I'm still at the very beginning stages.     So how did you guys managed to stay focused on your very first projects that you were doing solo.  I don't have a team and I really suck as a artist.  But until I produce something, even something small no one is going to take me seriously enough.