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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.

Godmil

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  1. In my undergrad degree I got marks out of 20, where I guess I was averaging around a 17. But my post grad was a simple pass/fail. 
  2. I miss the good old days when level design was all about placing large blocks (brushes) and slapping some textures on them.  Things are a little trickier now a days there you need to be filling your environments with pre built models. I'd say jump in the deep end and get unreal engine 4. one month subscription is $19 then you can cancel and keep using the tools. You can make some amazing environments in it, then as you get more advanced you can spice it up with all manner of particle and lighting effects, then you add layers of interactivity with blueprints. However you'll probably want to learn some low poly modelling too so you can make your own assets. level design is awesomely rewarding when you complete something and other people can explore the wolds you've created. Good luck
  3. What happened to star breeze's  platform? I presume it was bought up. Desura is good for super indie titles (with less emphasis on quality). But Steam has worked really hard for a Long time to be exactly what developers and consumers want it to be, I'd be amazed if anyone could top them in the next ten years.
  4. I think it's also traditional to pay the company based on them completing milestones. But if your design is untested, it may require a lot of testing and problem solving to get right and that should be accounted for in the planning stage, you can't ask for or expect miracles.
  5. I also have a small render farm at work, it was only two 8core machines when I started, but every time a machine needs upgraded in the building I push for it to get a good CPU so it can be networked up at night and weekends. We have a couple of beefy machines for video editing so the last upgrade I got to put the old ones on the farm, made a huge difference.
  6. Crikey, whoever you work for must be swimming in spare cash. I'm a 3D artist I've got dual 24" monitors, an i7 2600k (I think) and a quadro fx1800 (which is 5 years old now). You don't need a fancy graphics card for 3D art because your modelling program doesn't need 60fps (it hardly needs 15). The only thing I care about is the processor, more threads the better, but it's still difficult to convince my boss that I should spend more that £200-£300 on just a CPU. I don't have an SSD and only just got 16Gig of ram.
  7. I love the subscription services. Previously products like Adobe CS and unreal Engine were prohibitively expensive. Now they are extremely affordable and constantly providing me with the latest versions at no extra fee. These services are the best things to come to my work and hobbies in a decade.
  8. My stock answer for unity tutorials is the Walker Brothers, I've still not found a more comprehensive and nicely bitesized tutorial set anywhere else.
  9. Well for a start if it's for 2D games, I wouldn't use OpenGL directly. I'd rather something like SDL2 which will take care of all the OpenGL stuff for you as well as giving you lots of great features like input checking.
  10. There is a YouTube channel called HowToMakeMobileGames, where the guy covers everything (including all the financials) of trying to make a living making mobile games.
  11. I use a quadro at work, and when I found out the price of it I told my company never to buy them again.as a 3D artist I would much preferred that money spent on the CPU.
  12. ooh, good Carl Sagan quote.   Concerning the head tracking, Sony demoed some new tech the other week using eye tracking. they had it running with Infamous where the ingame camera would adjust to look at what you were looking at on the screen.  Apparently it was amazing, you could navigate the environment just by pushing up and looking where you wanted to go.  Not sure why I haven't heard more about this in the news.
  13. Physically moving your body by some cool means is A-OK by me. It's just the converting to data and transmitting 'like radio waves' that I have a problem with. Also Quantum entanglement is less useful than it seems, and certainly can't be used to transmit information. Though here's an idea, could you save some bandwidth by transmitting your DNA and having some software estimate a lot of your body details from it :P
  14. @BGB, concerning a camera attachment, the DK2 has a USB port on it so moders can do stuff like that.
  15. Oh man, that's a couple of big cans of worms just got opened, last time teleportation was mentioned on the Skeptics Guide podcast they broke into like a ten minute argument. I'm going to bow out of this thread before I find myself spending the whole evening writing down my thoughts.