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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. Very nice #infographic by @KISSmetrics http://t.co/gycekD48uz Know what your LTV is when talking to potential distribution partners
  2. Hey Lee,   It depends on what your server side should be capable of :)   First thing you can do is determine the functionalities by talking to the other coders, the designers and the producer. Even if you are in a smaller team where this roles mix up you can identify needs in terms of game play experience, business model and app performance. If you know that, you can decide (with the team) if you build the whole stack yourself or if you can use (cloud) services. You can even go down to setup our own physical servers in your office but this probably means that you cannot handle a lot of traffic (remember: app performance).   Nowadays building a backend can be more like assembling than actually building everything from scratch. It starts at the bottom, the infrastructure layer, where you can go for Infrastructure-as-a-service offers (Iaas) like Amazon Web Services or a layer higher at Platform-as-a-Service solutions (Paas) like Heroku, Mircosoft Azure or Google App Engine. At this point it´s also important to think about which kind of data you want to collect, how you want to store and access it, speaking of data base system and data ware house because Iaas or Paas providers not always support every kind of data system setup.   Still, you might want to keep the effort for all this in mind. You can build the most sophisticated system ever but if it exceeds the requirements its normally a wast of valuable engineering time. So, if your backend requirements can be nailed down to a specific set of features you can also go for a Backend-as-a-service solution (Baas) or even the offers of certain app service providers. The Baas solutions available out there differ and you want to find the one that´s matching your use case. Here it´s gaming, so you might want to take a look at NativeX, Playnomics, Applicasa or OpenKit for example. If you want completely spare the effort of doing any network programming, there are app services like swrve or playhaven who go for a special set of features.   If you go down this latter of building you own stack, so all levels of your software architecture, starting at infrastructure level up to the point where you are "only" integrating an app service via SDK or API always keep the road map of your game project in mind. If you want to have a special level of insight or control later in the games' life cycle make sure that your backend setup can do this because exchanging it ones your game is live will cause massive effort and you might lose users alongside the process which in a mobile game means they might never come back again.   Keep in mind: All this services and solution (can) have a price attached so make some calculation and get the OK from the management before building something in or at least before something goes live.   Hope that helps ;) Cheers,   Christian embraase
  3. A great #gameplay #experience is still the most important thing http://t.co/0gj8rNgDJQ