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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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About haelix

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  1. On the coding side of things, Lee Brimlow's GotoAndLearn site has been a growing set of invaluable video tutorials on learning AS3 and now some new JS/HTML5 things for me over the years. You can read a code tutorial and see a static page of code that someone wrote, but there's something extra special about watching the process of someone coding, and more importantly, talking out Why they're coding that way. The "Why" is something I think more unique to VBLOGs when it comes to tutorials and such. Like Programmer16 said, you get the connection and personality through a VBLOG that you wouldn't get with static posts no matter how many screenshots are there.   On the game progress/development side of things, I've really enjoyed following TreeFortress' Bardbarian dev updates. It'd be easy to throw "We added a new shop UI today with clicky things" and some screenshots on a blog, but actually getting to see the in-game video of how that UI shows up on-screen, how it behaves, what happens when you click things... When it comes to UI or just the progress of a game in general, I think VBLOGs are equally invaluable for building a following for your game before launch. People can see the game in action at whatever stage it's at in development and provide great feedback... "Why did you have to click through three menus to get to this option" for example.   On the complete opposite side of the spectrum, if you already have a solid fanbase for previous games, I've really enjoyed GameInABottle's dev blog on his new GemCraft 2 flash game that he's working on. It's all text and screenshots, but because I fell in love with his previous GemCraft games, the frequency of his dev updates has been very fulfilling. From past games, his users know the material, style, gameplay, etc and a simple screenshot showing a new menu, or a new feature with an in-depth explanation is quite satisfactory. Sure, I'd love to see in-game footage of how things work, but because the series is fairly well established, I really don't need him posting videos that took 5 hours to edit when he can just spend 30 minutes and post an update with a few screenshots.   I think Programmer16 nailed it though, it's up to the personality of the person doing the video. It doesn't matter how cool of a game you're showing off, if your delivery is uncomfortable or rambling, it's off-putting. But, you'll only get better with practice and I don't think anyone would watch an awkward "Developer VBLOG" post and write off your game or your company just for that. Jump in and try it out. It's the only way you'll know for sure!  Best of luck!