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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.

PosthasteGames

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  1. If i want to share pre-development intel so to speak, i only share the concept, setting, story of my game and keep the vital stuff like gameplay-design to myself until demos/betas are ready. So i can understand your nervosity   but in the end it is your call
  2. Mirror's Edge 1-2 (PEGI 16) Mass Effect 1 (rated 12 by BBFC) Call of Duty: Ghosts (PEGI 16)  
  3. I see it especially on Steam, the overload of RPG-Maker titles out there, still getting several reviews and positive reviews. The same with simple games with content and gameplay milked out several years ago. I think it is both reassuring and unpleasant as well. Reassuring because it makes me feel like there is a high chance of getting good reviews when i release my game, because people (appearantly) have very low demands today (though i realize this thought is very dangerous as it can develop into arrogance) Unpleasant because on the other hand it makes me wonder if the world is truly ready for something untraditional and (imo) original and exotic. What if they have become so used to cliches and simplistics that they cannot tolerate something fresh? To make it fair, im not declaring that my game in development is and will be superiour and will recieve well scores. I personaly, just attempt to be as original as i can, because that is my style, my taste, my interest. But still, these are the thoughts that sometimes hit me though. Have you sometimes felt this or something similaire? What is your thought on this?  
  4. There are so many ways to the field. The road can be so curved and variated that i can only recommend you to read on the internet or in books or watch videos to get your answer. But im afraid the answer isnt going to be one and a simple one............wich i guess can be both reassuring and frightening to hear
  5. I have never understood why people ask such questions. I just shake my head and usually place my hand over my eyes and sighs.........because it is subjective. And something like this is very much subjective. I know people who are very hooked on the visuals while others value both and others care fully about gameplay design and story etc. Im a gamer too and i prioritize gameplay before graphics. We are all so different and this is so subjective. One can of course say that the market has a certain "expectation" though.  But personaly i believe it will all work out as long as you officialy state your game's purpose and intention. If it is supposed to have low-end visuals because of stylistic reasons then say that :)
  6. for my current project i don't actually have a design document because i thought it through and had the image clearly in my head all since 2012. All i have is that, and a partial screenplay and storyboard. The short duration of the game also helps i guess. I also have Asperger's Syndrome wich propably plays a role here but i don't know. Anyway.....i recommend you to make detailed documents anyway anytime, and especially when doing large project!
  7. the music in the video was inhuman
  8. Gameplay update. mostly visual novel scenes   https://www.youtube.com/watch?v=z59Go-8GcdA
  9. White or black background? Our game is set in a VR World and we want a minimalistic look. speak your mind   [attachment=28843:Runner_2015_08_22_23_39_06_624.png]    
  10. an aggressive science-fiction game with alot of special effects, attacks and explosions......stuff that demands sound design and sfx   check out the music of Sonic Symphony for inspiration as well as Attila Ats - Shredder   Trailer music is perfect for finding sound effect driven music
  11. UPDATE: https://www.youtube.com/watch?v=zCUV7KemW4I
  12. Didnt realize an article had been written about us http://vrfocus.com/archives/19077/forbidden-gameplay-2d-oculus-rift-support-cancelled-for-vr-themed-point-n-click-adventure/
  13. My advice is read about the career and practice its required skills
  14. I started reading about the career roles and requirements, learning design documenting, screenwriting and simple engines like Game Maker. Worked out for me. Got 5 years of personal experience and 3 months in a company (project was cancelled). There are many dynamic and weird routes to the game field. If this one worked out for me it might for you as well. But find the way that works for you.
  15. I recommend learning from various sources