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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.

shaggyred

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About shaggyred

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  1. I created an account just to post a reply on this one because I was in the same position once...   About 3-4 years ago, I was in a similar position as you, wanting to get into 3D game dev on iOS and hunting around.  I had never done 3D dev before, so I tried a whole bunch of things.  As like you, I also didn't like the idea of a full IDE/GUI etc such that Unity appeared to be.   So I tried a bunch and I ended up playing with Sio2 (http://sio2interactive.com)  It wasn't bad.  C++ really isn't my thing anymore, so it took me a bit to get into it, but within a week or so I was able to get some basic models imported, manipulated, etc.  I was also getting totally lost in all the minutia of making the engine work.   And then I thought to myself... am I doing this as an exercise to be a better programmer or am I doing this to make a game?   I wanted to make a game.  So I dumped Sio2, downloaded Unity and never looked back (and have since released 3 games that have reached #1 in at least one of its game categories and one #1 on the iPad store.)   Keep in mind that although Unity presents you with all sorts of buttons and windows and other fancy graphical bits, if you really wanted to, you could almost entirely eschew all of that, limiting yourself to just an all code-based game dev workflow.  Unity is, if nothing else, just a pipeline to tie together 3D assets and the game engine (which you can almost entirely control with code.)  Generally speaking, you just setup the scene in Unity's UI (layout, lighting, etc.) but everything is completely controlled with code.   So before you dismiss programs like Unity, Unreal and others of its like because they're a "GUI", I would suggest you actually read up on what they do and how they do it.  In reality, you'll find that they require almost just as much code (written outside of an IDE as much as you like) but take care of all the messy and inherently visual bits like handling 3D assets, turning them into worthwhile levels and making them beautiful... which is exactly what you need in a 3D gaming IDE!