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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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  1. I have a Big Rectangle (axis-oriented) containing a lot of Small Rectangles (with the same orientation of the parent and with a fixed size of 176H/82W pixels).   Now I have a Small Rectangle which lays outside the bounding box and I have to put it inside the Big Rectangle such that it is: - Centered in the largest empty space if that space size in bigger than the Small Rectangle size. - Not overlapping other Small Rectangles unless necessary due to lack of space (and, in this case, with the minimum possible overlap).   The algorithm, which will be used multiple times during my code execution, also needs to include a good distibution so that Small Rectangles will be nicely dispersed around the center of the Big Rectangle and not all clumped into one corner. The Big Rectangle can contain a large amout of Small Rectangles, but that number is unpredictable so grids are not a good solution.   Googling, I found several algorithms concerning rectangles packing, largest empty rectangle, random distributions... but nothing really addresses my requirements nor shows any code or pseudo-code implementation.     This image should bring you more into the problem.   Does anyone have a solution to suggest me for this? But first... is what I'm trying to do the right way to proceed? Which kind of approach is normally used by developers in this case? Is there any easier way to solve the problem using, for example, premade slots (which I don't really like)?   Thanks.