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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 FireFreak111

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  1. Thanks for the wake up call everyone :).   I decided to go back to school next year, go to university and during all of this slowly learn and write what I need for my project. I will use this year to get ahead in 3D math and programming, so that Year 11 and 12 math is easier. Here in Australia we have an OP, and it goes from 1-20. My OP estimate was 7 (while slacking off), university requires at minimum 15.   Thankyou again.
  2. I am currently confused about if the way I am proceeding is the right way to go, my end aim is to create a game based around some key concepts I believe would combine into a great game.   I want to create an engine and a game designed around a core concept; That the world does not revolve around the player. This would mean a fully dynamic world, no linear paths, no AI sitting outside a cave waiting for the player to clear it for them. The AI and the world goes on with its day to day order, war, poverty, murder, etc. The player has to find a holding in the world and make what they can of it. Also the gameplay would be highly realistic, meaning locational damage, sword-to-chest meaning death and core survival elements including hunger and thirst.    Regardless of the idea, my main confusion comes from my wanting to become an indie developer (no job in a way) and self-teach everything I need to know.   I have finished Year 10 and left school. People I know say I am a smart guy. I excelled at IPT (computing) and English, and Math (when I was enthusiastic about what I was learning). I could never focus while at school, and though I got A's and B's, I was always thinking about development, engines and games. Last minute assignments and high grades. I know alot about how games work, how engines work, know JavaScript and core programming concepts like variables and functions. I am also skilled at Hardware and PC's.   I have bought Accelerated C++ (understanding it well enough so far) and begun learning the language, gathered people I can trust and are enthusiastic about game development too, some are coders, others are interested in modelling or sound.   Is it necessary to attend college, to finish Year 12 in order to be successful in the Games Industry as an independent developer? Can you succeed with a clear idea, skill and unlimited time?