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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.

distilledwater71

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  1. Unity

    It is great to know that there are quality games out there which were developed entirely using engines. That really gives me a lot of hope. :)
  2. I am a computer science major right now, thinking that this is the normal path for an aspiring game developer, but it just isn't clicking for me. I don't like it at all. But I still really want to make games alone without having to partner up with a programmer for it. Could someone like me still make good games using engines like Game Maker and Unity without having a serious, hardcore knowledge of programming?
  3. Are there games where the director and designer are the same person? Like it's just one person who comes up with all of the ideas and he just needs a team for programming and art.
  4. So a game director is a lot like a movie director. They create a vision and then lead a team of people to fulfill it.
  5. An example would be Uncharted 2: Among Thieves. The designers for that game are Richard Lemarchand and Neil Druckmann, and the directors for the game are Bruce Straley and Amy Hennig. What did the directors do that was different from what the designers did?
  6. Every video game these days has "director" and "designer" credited as different people. Why do those positions have to be held by different people? What does a director do that is different from what a designer does?
  7. Hello everyone. I am interested in making 2D games on my own, and I would like to know how advanced the math gets if I decide to write my own 2D game engine from scratch instead of using one that already exists.
  8. Hello everyone. I am interested in making 2D games on my own, and I would like to know how advanced the math gets if I decide to write my own 2D game engine from scratch instead of using one that already exists. 
  9. I do not want to write the engine myself. I would gladly use an engine that already exists. With that in mind, would 3D still be more difficult to program than 2D?
  10. Hello everyone. I would like to know your thoughts on which type of game, 2D or 3D, would be easier for a single programmer to make well. Story is the most important aspect of a game to me, so I do not have a preference for either 2D or 3D, I just want to go with whichever one is easier and will give me less stress and technical problems in the end.