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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 LiborCapak

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  1. aglio olio, ancovicky, rukola, citron. jednoduche. http://t.co/So9IVCoIqK
  2. na prave ruce mi vyrost sesty prst a zpod kuze ruzne na tele se tlacily dalsi podivne vyrustky #dnesniSen
  3. RT @rygorous: The tendency to answer "X is broken" with "yeah, but why don't you use Y instead?" is a cancer on Software Engineering as a w…
  4. Pral bych si umet psat poezii.
  5. http://t.co/oxUYjYZodj - jen pripomenuti znameho. Vyslo od nich nove alb. Atomova vcela, dobre album.
  6. thanks for advice.  It's faster but it's not enough.   I tried 3 shaders - flat, 2 textures combiners (up and right borders) and 4 textures (up, right, diagonal).   Mixing 4 textures and mask slows whole drawing down too much (all texture reads are non-dependent).  Because rendering textured surface is not main game visual feature so i decided to put together much simpler and faster way which is not so nice :(
  7. Apple Finally Fixes Unencrypted App Store Login @slashdot http://t.co/JPc235TKRl
  8. hello,   i'm trying to do simple textured terrain - terrain is plane xy with base repeatable texture.  I have about 16 repeatable textures which i wan't to interactively place at plane as textured quads with one alpha mask.  Each quad is aligned to grid a randomly rotated.  Interaction is important because this texturing is part of game editor.  Each grid cell can contains one textured quad which has double size as grid size.  This technique works quite nice:   [sharedmedia=core:attachments:14126]   Target hardware is ios/ipad so i can't use alpha testing because it's too slow.  Only blending, but overdraw is too heavy.  Is there any another good technique with less fillrate?  I tried render all these rotated quads into halfsized FBO and then blend fullscreen quad into main back buffer - it's much faster but it looks terrible.  Any idea please?  
  9. last song of Fennesz/Black Sea is great example how should sound last album track.