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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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  1. An interesting trick with reverb I've noticed is to pan the initial instrument track wherever you want it, and create a send of that instrument to a reverb track that is planned equal and opposite to the instrument. It creates a really nice acoustic quality that's kind of difficult to manually program. Worth a shot I'd say! And yeah, as Nathan stated, experiment as much as you can because that's really how you learn honestly.
  2. I really liked the style man, I think you did quite a good job:) The only thing I would've liked to hear would've been maybe some type of percussion with a bit more of a lower end. I think it would've helped fill the sound a lot more. Could just be these lame laptop speakers that I listened to it with though;)   Good stuff though brother!
  3. Sounds fun - Just created a character; I could really use something like this for productivity, so thanks!:)   My user code is 1d6c65ce-b3e8-468a-ac74-2614cc16deef
  4. The game looks great, I love the cel shaded aesthetic and concept. Keep up the good stuff!
  5. Like bschmidt1962 said above me, there isn't really a specific standard. One of the most important thing when dealing with overall loudness in game music is mastering all of the music at a consistent level across all of the tracks, as well as all of the sound effects. When the programmers go into the engine and set specific audio tracks on levels & sound effects on animations & actions, they will actually set the playback level (Usually a variable in the game settings or something along those lines). It creates less work for them and a faster production overall if each of the audio files are set consistently on your part.
  6.   Couple things here bud. First of all, hiring an experienced composer is the best thing you can do. One of the most important things we do as music creators in this field is being able to properly translate what is going on visually into not just audio, but audio that will actually evoke some type of emotional response from the player/ viewer.   Second of all, after putting a track into the game, take a break from the project altogether; Play a few other games or something in the meantime. Come back a couple days later with a fresh mind (a cleansed palette, so-to-speak) and take note as to what exactly you feel from the combination of graphics & audio in your project. That is the absolute best test you can do to see if something fits, in my opinion - and hey, it actually works with anything in the game, whether it is writing, graphics, dialogue, etc. 
  7. +1 on everything Nathan has stated above me. Couldn't have said it better myself
  8. I disagree. As a composer, you should never sell yourself short, otherwise what's the point? Whether it is royalties/ profit shares, physical money, services, whatever the case may be, you should always ask for some sort of compensation for your work. It is yours after all, why would you just want to give it away?
  9. Hmmm.. well in my opinion, music will always add to the experience, assuming it fits with the art style. Music that simply doesn't fit will only irritate the player and they'll most likely end up getting frustrated/ annoyed and turning it off. That said, if you can't afford a well fit track, none is better than something terrible.   I would say that sound effects are crucial for a game such as this though; possibly even more-so than the music in my opinion. Also on a side note, nothing wrong with the title of the thread, we're all big boys here  
  10. Looks really cool, I always enjoyed RPG Maker when I was a bit younger.   And also, side note, those tabs in your browser man; That's extreme!
  11. Right, okay thanks a ton. That's what I needed to know.   Also, thanks for letting me know about that site, I'll have to check it out a bit more when I have time:)
  12. Next track. (Big surprise, I know;D ) I decided to go with the game 'Contrast' because I've always had a good time composing jazzy pieces.   Links: https://soundcloud.com/daniel-falk-composer/swingin-streets (Audio only) http://www.youtube.com/watch?v=LId2reRnWJw (Audio & Video)   Thanks as always!
  13.   You know, I actually disagree with this. You need something with a lot of RAM for the actual software & instruments. For my compositions, I'll often use anywhere from 40% to 60% of memory (It can go even more). I wouldn't get anything less than 6gb of RAM, preferably 12gb.   I have 16gb of RAM and a six-core processor. 
  14. So, I've recently found an interest in a more 'classic' sound to video game music. I was wondering if things like sound modules were still relevant in the industry; I'd like to invest in something like an old Roland SC-88 to achieve a sort of lo-fi, yet modern sound to some of my music, but I don't want to do it if they aren't used much anymore.   Does anybody have experience in sound/ MIDI modules, and use thereof in this day and age? Any advice is appreciated:)
  15. Whichever you're most comfortable with. At the end of the day, it's all about how well you can use your tools in an environment that you're comfortable with. Whatever 'feels' best to you, and will ultimately boost your productivity go for it!