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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.

Colton Ramos

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About Colton Ramos

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  1.   The intentions of the poll was to gauge what the community consists of, so interest enough to bring you here validates your votes in my book!   @szecs, I added puzzles to the list!
  2. PC counts too!   Great answers guys!  :)  It's cool to see what the community consists of.
  3.   Thanks for trying! I'll leave it since there are already some votes.
  4. For fun!  :D   After you vote, please leave a post answering the following question:   What was your favorite video game to play on the first console (Edit: or computer!) you owned? Paper Mario, Nintendo 64!   (Mods: I accidentally made the poll public. Can you make it private so people can't see individual votes?)
  5.   It's looking more and more like this is the reality of the situation. Though not a possibility for the immediate future because of other factors in my life, it is a medium-term goal I aim to be prepared to meet if I cannot build a profitable solo development environment.   Thanks again for all of your advice, guys. I guess I'll get to writing games so I have something to actually market. 
  6.   Sorry about the off-topic question, thank you both for your feedback. 
  7. Hello, GameDev.net!   A little bit of background: I've just graduated college and accepted a cozy full-time software engineering job offer for a private (non-gaming) company. While it pays the the bills, I still feel the itch to become a game developer. However, the area I live in has few studios nearby (Kentucky), and I'm hesitant to move away (finances, family, friends, etc.). So, I am thinking of building some hobby games while working full time until I find the courage to start a business or move away.   I created an Android game while in college for fun and portfolio fodder (click here). The game served its purpose in displaying my skills and determination to finish a project, but generated no profit. The crushing thing about the release was that the game generated hardly any plays/views at all, despite being free to play. I believe the failure was in poor marketing of an honestly boring/simple game.   Now I want to make something more original and edgy, and in a market that is easier to distribute and monetize in. It's not drastically important that I see 100,000 plays or make thousands of dollars off of a game, but I do want people to enjoy the fruits of my labor, and maybe make enough change to cover coffee expenses for the next project.   My actual questions: 1. Would deploying a web-game using Unity technology (probably WebGL) on sites such as ArmorGames be an easier target for plays and revenue, given my poor marketing skills? 2. How do sites like https://www.fgl.com/ work, and do they help generate plays and revenue? 3. What are techniques used to market web games (I don't often see web games with their own website, or trailers, etc.)? 4. Any other advice for a game programming wannabe sort of stuck in a rural area?   Thank you in advance for your help.
  8. After dedicating hundreds of hours to this project, I've finally finished my first video game for Android phones and tablets! Please welcome Super Galaxy Protector! Super Galaxy Protector is a tilt-based space shooter with power-ups, unlockable abilities, boss fights and more!   [media]https://www.youtube.com/watch?v=troE9pIHc1U&ab_channel=Sparkz63[/media] (https://www.youtube.com/watch?v=troE9pIHc1U&ab_channel=Sparkz63)   Play my game for FREE at https://play.google.com/store/apps/details?id=com.ColtonRamos.SG I hope you enjoy my game!
  9. I'm not super experienced by any means, but I've found the best way to build a game is to just do it.   Start with a simple idea, that mostly uses techniques you already know. Make a very short list of simple features for your game Put these features in a to-do list (I like to use http://www.abstractspoon.com/tdl_resources.html for doing this) Split these features into sub-features (each task should be doable in less than an hour with little help) Do one feature daily. (more or less) Not all of the answers are in tutorials and books. Just doing something gives you knowledge and experience. As you continue to gain knowledge and experience, you will come to rely on tutorials and other people less and less.   If you run into a really hard spot, just ask the forum for help. But do try really really hard to figure it out yourself first.   Best of luck.
  10. OpenGL

    Changing the depth buffer to 24 bit without any problems. Thanks again for the help!
  11. OpenGL

    GL_DEPTH_SIZE is 16,   Znear is .01 and zfar is 1000,   Model is huge in gl coordinate space, the camera moves fast. So maybe 200-400 units (at farthest point)?   I just realized playing with znear seems to help a lot. I've moved it to .5 from .01 and the z-fighting seems to have almost vanished! =D   Should I modify the depth buffer size, too?   Thanks for the help!
  12. Hello!   I have been building a simple game engine in C++ with SDL and OpenGL / GLEW. I have simple textures and meshes working properly, except that they seem to tear and move when viewing things from a distance. What could be causing this? Does this artifacting have a name? Is there a process or technique to get rid of this kind of tearing?   The following link contains a video: https://www.youtube.com/watch?v=GeBb2w2WG-8&feature=youtu.be. Notice how the tearing only happens up close, and disappears when moving farther away.   There's a lot of code in my engine so far, and I didn't want to flood this post with code. If you need me to post something specific, just let me know.   Please and thanks for the help.
  13. Awesome, thank you Dave Hunt! I had not discovered these yet.   And yes, _Net and .net are different
  14. Hello!   I would like to build an extremely simple game engine for 3D rendering that features an .obj model loader, dynamic camera and events handling. I'm conducting this experiment as a research topic for my university.   I am planning to do so using the Simple DirectMedia Layer .net binding (http://sourceforge.net/apps/mediawiki/cs-sdl/index.php?title=Main_Page&Itemid=53). I have found a few good tutorials out there, but cannot find a javadoc-like set of documentation for the library.   Does anybody know of a good source of comprehensive documentation for the sdl.net library?   Thanks in advance
  15. Thank you guys very much! I'm relieved to know that entry-level jobs do exist. I'll continue to research and work hard on my portfolio and at school. =)