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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. Great article, thanks! :) I'm working on a fairly big project right now and when it's done I want to be able to market it correctly, thanks for sharing your ideas.
  2. From the screenshots, the art is pretty cute and the gameplay seems like a horizontal version Frogger.   Looks interesting. :)
  3. This was my first "real" game: http://www.fightclubgames.net/games/mr-pigus-swing-adventure/   Me and the others who worked on it are embarrased about it now, but it could have been a lot worse. :P
  4. You might want to try Evernote: https://evernote.com/
  5. I participated as the youngest person in my whole jam (I'm a high school student). When it was time to present, our game ended up scaring everyone in the audience: http://globalgamejam.org/2014/games/project-funhouse
  6. I actually laughed when I read the code, very nice! XD Pong is actually one of the best examples of AI in game design: just because a computer CAN beat it 100% of the time doesn't mean that it SHOULD.
  7. For my current project I had to search around a lot for a good project management tool. In the end I chose Freedcamp, mostly because it is free but also because it has a simple interface with all the basics. What is your favorite (or least favorite) project management tool?
  8. Here's a game that should give you some good ideas (you are not necessarily a dictator but it really gave me some awesome ideas): http://dukope.com/play.php?g=trt   I would also check out some of the other games by them, all are kind of about dystopian and oppressive governments.
  9. I tried (and failed) to participate in LD27 with some friends and was really looking forward to this one. But alas, we all have way too much schoolwork and couldn't do it this time. Oh well...the good thing about Ludum Dare is you can always try again in 3 months.
  10. I've noticed that LinkedIn has a lot of great advantages for game developers. There are several large groups for different kinds of game developers to share advice, it is easy to display work on projects with teams, and it is easy to find other game developers. One fatal flaw, however, is the cost to post jobs. It can cost $200 to post a single job, which is a lot of money for indie or hobbyist game managers. Because of this, most of the jobs advertised for game developers are full-time and not remote. What do you think about game developers using LinkedIn to find jobs? Do you know of any better alternatives?
  11. A good feature would be the ability to select and add multiple tiles at once. This would be useful for things like clouds or buildings that require more than one tile but will be placed often.
  12. I've struggled with this question and similar ones as well.   A lot of art can exist as a form of self-expression and not meant to be entertaining for anyone who doesn't "get" the artist's view (a lot of times the only person who truly "gets it" is the artist). These kinds of artists that make paintings, videos, and songs only for themselves may not gain a lot of fans but they are still considered by most people as artists. But what about video games? Isn't the entire point of a video game to let the player (not the developer) express themselves? The graphics, music, and even code that goes into the game can be considered art but if the game is just one big monologue about the developer's life with little or no user-interaction then is the video game itself considered art?   This brings up even more questions. At what point does a game stop being a game? At this point does the game become a movie/animation or is it just nothing? As you try to answer more questions about any kind of art (especially games) you just end up with even more questions at the end.
  13. Unity

    Unity is definitely my favorite but I haven't explored enough other game engines yet to really know if its the best out there.
  14. In my opinion, yes, but I don't have as much experience as I should with 2D graphics or mobile publishing. In general Unity is a pretty good universal game engine for both developing and publishing. Before using it you should definitely brush up on JavaScript, though.