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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.

LambentTyto

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  1. Thanks for the post, tashaklikedi! : )
  2. Well, we wouldn't be trying to create any sort of buzz about our game until we have our design document written and a little bit of concept art. So we're not just saying we have an "idea" and want people to start chipping in or whatever. Actually at this time we have absolutely no idea what sort of game we'd like to make. Right now we're just checking to see what making games is all about to see what the possibilities are.
  3.   Your last post did in fact receive warm responses . If you think about it -- what happened is that a number of us stood up and pointed out to you that based on what you had written, you were headed in a direction that was destined not to succeed. What stands to your credit is that you have not simply run away from the site as some people have in the past when faced with advice they didn't want to hear, but have instead begun a new thread that inquires about a specific field within the games industry. Effectively you have learnt a small but very important lesson when it comes to making games. Don't be disturbed by the fact that there is an awful lot to learn, virtually everyone begins as a "noob" with a pipe dream. Learning to move beyond this point is a lesson many choose not to learn. So good luck and continue to research, learn and ask for advice where relevant.   Just remember one thing, this site practices a version of tough love when needed, so if you find yourself suddenly buried in a deluge of posts going NAY! It is not meant with unkindness, just merely a desire not to have you walk off the cliff and fall to your doom. Thanks for the advice. The field of game design seems like a very interesting one. I was mislead by that title for a while, but now I have a little further understanding thanks to the links a few people gave me. If me and my brother intend to learn more about this industry and maybe try and go for a very small indie production we'd obviously be directing/coordinating the whole process as well as "designing" the game! XD
  4. Thaks thade. I'll be sure to visit those links you posted. I appreciate it! : )
  5. Well our last post didn't get very warm responses because I guess we seem like time wasters.   Anyways we'd like to know more about the various topics of game design, what tools are used and what their capabilities are. We'd also like to know more about what skills individuals would be required to posses and what their various responsibilities are in the industry. We don't intend to become programmers or graphic artists at this time, but if we have a more thourough understanding of the industry, maybe we'll come to find something we'd like to get into.   So if there are any good books on this please let us know.   Thanks.
  6. Thanks, Stormynature for replying to my post. And I don't think your response was too harsh either. At this point we're simply wondering of it's possible, so the discussion is hypothetical I suppose. When I say we'd like to learn more without getting overly specific, what I mean is, we need to understand what skills are needed to make the game we invision and we also need to know what tools these skilled people we be using. In other worlds we need an idea of how video games are made and work behind the scenes without becoming an expert at any specific skillset like programming or graphic design. I don't know, maybe it's far fetched to think that one might be able to direct the making of a video game without specific in-depth knowledge of specific skills. All I know if that I know when I see a video game's art that looks nice, and I know when it's running smoothly doing what the player wants. If I'm wrong on this, please let me know, and if I'm not, some suggestions on what books would be best for this would be great. As far as funding, well we have none, and to slightly contradict what my previous paragraph said, I am a writer and aspiring novelist (amataeur) so I'll be writing the story/script of any games we might make, hypothetically of course. I'll need to study up on video game script writing. If this idea is a possible reality, what we plan to do is write the story/script and invision every aspect of what we want the game to be, and then try to create buzz via social networks etc until we have enough excitement for a kickstarter project, therfor raising the funds we'd need. I have no idea how likely this is, but you never know until you ask, or try!   Obviously there's a lot to consider when undertaking such a project, but right now we're just peeking our heads through the door to see what we might learn.  
  7. Okay, so me and my brother are long time gamers and we'd like to direct the making of a 2d game, except we don't have skills in any part of the industry so we'd like to learn more about it without getting too specific.   Basically we want to write the story and direct the making of the game (how it looks and how it plays) over the internet--like a very small virtual studio, except we're the boss men.   Does anyone think this is possible and if it is, what level of complexity of games do you think could be made in this fashion without actually getting a group in the same room?   Thanks for taking the time to view out post. : )