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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.

Middleman

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  1. Hi folks,   Does anyone remember the classic PC puzzle adventure game The 7th Guest? Well Trilobyte Games its creator has announced it is going to produce a brand new 3rd sequel via a Kickstarter campaign this month. Check it out and please support it (if you want to be a part of a piece of gaming history)!   http://www.kickstarter.com/projects/1559170459/the-7th-guest-3-the-collector
  2. Am happy to announce to everyone that Chris as of yesterday has put Stasis onto Kickstarter! Please follow the link below for further updates.   http://www.kickstarter.com/projects/bischoff/stasis-2d-isometric-scifi-horror-adventure-game
  3. And in case any of you have missed it, here's Hitlers take on it all...   http://www.youtube.com/watch?v=67Iw9q2X9cU
  4. Being involved with digital imaging since its early days (late 1980s), as a company we have been heavy Photoshop users since Photoshop 3! Obviously we've gone the whole hog with CS Suite over the years. As customers go we have been pretty loyal (always upgrading when necessary) and happy with Adobe. Until now.... This whole thing I think is absolutely appalling...and it's not just about subscription fees, but loss of total control over how you as a user will be able to access your files in future. Yes the perpetual version of CS6 will have some compatibility and you might not complain about it now, but you must remember two things. Unlike CC, all current and past versions of CS will no longer be updated. So if there's a particular latest camera profile or filter module you want to download to your CS5 tough luck - it'll only work in CC. And secondly in future versions of Photoshop if you want to edit files that you've made on them - if you've not got a subscription fee - you won't be able to access them once it runs out. The way the subscription has been forced upon us is appalling. Unlike magazine subscriptions where, once you stop paying a monthly fee you still have your older magazines at hand - if you don't pay the CC fee it will be the equivalent of Adobe coming into your house and taking all your magazines or newspapers away! That has never happened before...but with this system we don't know what its implications would be in the wider context. This is because a LOT of software companies like EA have been having ideas of 'renting' out software especially games to customers. If Adobe's plan succeeds it could change the way users use and pay for software....and we can't let it happen. In addition, if we analyse the cost of the new scheme under the CC cost plan, it actually costs MORE in the long run....  I read that someone on the Adobe Photoshop FB page said they had a friend who did a simple maths of their own upgrade path. For 11 users in their company, using CS6 it cost them $4000 last year. Upgrading to CC 'introductory pricing' would cost them $5000 this year. And then when it resumes normal pricing will cost them $9000 PER YEAR. How can this be cost effective for users and businesses? That's why it has to go... >http://www.change.org/petitions/adobe-systems-incorporated-eliminate-the-mandatory-creative-cloud-subscription-model
  5. As someone who's owned a lot of consoles and computers throughout his life (BBC Micro, Spectrum, Atari ST, Amiga, Dreamcast, Gamecube, PS, Xbox etc.), I was thoroughly impressed. I was happy that Sony chose to keep the Bluray drive in place (as well as Move controller) and expand on using an x86 chip in a new way. Obviously the active Net connection helps. I think the instant-system-start idea is also great and a very ingenius use of adapting current available tech. Does this mean the new PS4 hard drive might have flash built in? Sounds like it.   One thing I certainly felt that Sony's system brings is a new dimension in game-making, in that ironically because of the PS4s involvement, it would probably start to also help improve the quality of PC games also because for once the PC's specs are 'set'. I've always felt PC games never really got the attention they deserved because unlike consoles the system specs were always a moving target. Now that the limit is set, perhaps PC games may also improve? But it certainly seems with the idea of instant-on-gaming, TV-diversion, more social functions and partner-character sharing, playing on a PS4 seems the more enticing idea. I think in the long run, with the integration of the Vita's functions and Gaikai - and if Vita really takes off with the new 33% off discount pricing it has just announced - Sony is probably going to have a new winning platform, maybe more so than a new Xbox Durango. After all what if any, portable devices does/will Xbox have that works with Durango? At least the Wii U has the Wii U Pad.   And if the PS multi-platform gaming idea really does take off on the PS4 with Gaikai, Microsoft, Ninty and Apple really need to sit up and watch out I feel...