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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 adthc

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  1. I always aim high in anything I do but I 'take baby steps' too. I'm sorry I didn't make my question clear but it doesn't matter, I will just discover the challenge as I move on then :P
  2. Yes that is a challenge in almost every task.
  3. That is also a good point. Thank you sir.
  4. I have just started learning game/graphics programming (with OpenGL) for a few days. Everything I know so far is very basic like camera, VBO, shader concepts,...I'm just very curious to know what common challenges/problems in game programming are to kinda estimate the time I will need to dedicate to my learning. My biggest goal at the moment is to make a decent looking 3d game with many open worlds and pretty looking shaders.   What are the challenges that I should be afraid of (or prepared for) the most to make that kind of game?
  5. Barzai, I appreciate your post. I thought ME pays more than CS in general, at least that's what on the internet. Maybe it depends on what kind of engineering job it is. I want to major in something different than CS because If need to work in one then I just need to prove I have the skills so the degree is not essential. I also read somewhere people quit CS/college bc what they teach you in months can be learned in weeks. One downside is engineering majors tend to have more work load that will eat up my time for coding. What I have said might not be true. I'll see how things go after some classes. ISDCaptain01, I will take a look at that too.
  6.   Engineering majors barely get free time. I don't know about you, but I def. would not feel like coding after studying some vector dynamics or mechanics of materials. Brain draining major + brain draining hobby = burn out Well of course it's going to be tough and I don't like to work as a programmer in a company anyways. Plus I sleep only like 5 hours everyday so I'll have some time for game dev. Worst case I'll change my major bc you know I love to make games. 
  7. I've decided to go for ME and then create a small studio with the money I make. Hope I could make some awesome games.
  8. Thanks everyone. I'll do more research on ME to see if its for me. But if I major in one and minor in another would there be too little free time for game dev? This is what I'm afraid of.
  9. I'll be a freshman in college next year majoring in computer science. I have been programming for a long time but new to game/3D programming. Now I want to make games after college but not sure if this is the right path for me. I also like mechanical engineering and I'm considering majoring in either one and minoring in another as a backup. All my free time will be spent on making games.I don't know if this is too much though. Can anyone been in the same situation give me an advice?