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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 msm1982

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  1. Hi,   sorry if this has been answered before, but I am just starting to look at game development and am starting to feel a bit overwhelmed by the options to choose from.   First, I am a developer, though never for games, so I would be a beginner, but not afraid to put in the effort. My ultimate goal is to build a 2D Super Metroid clone (or Shadow Complex on Xbox360 for a more recent example).   As a beginner, I don't want to invest in expensive tools to get started before I know what I want/like, and also I am on a linux (Ubuntu machine) which as I can tell limits my options fairly greatly (though if I really really have no other options, I'd look into getting a Mac).   What I'd like - a game engine/library that has relatively quick ramp-up for a beginner to start building a 2D Metroid clone - ideally more than a low-level SDK but not as basic as a GUI based drag-drop type editor   - can build to cross-platform for iOS/Android/Ouya (and if possible Xbox) - programming language is not a big ideal, I don't mind learning a new one if need be (I am familiar with many OO languages now)   What I've considered and ultimately rejected for one reason or another: Corona (I dont like that I have to compile remotely - no linux SDK - $600/year is likely expensive considering I've never built any game before) Unity (seems a bit complex for a beginner as it leans more towards 3D and is IDE based) Monogame (no linux SDK - Xamarin only supports Win/Mac - also $600/year)   What I am now strongly considering is between Monkey and Marmalade Quick (with Cocos2d-x) I have read good things about both and the costs ($99 and $150 respectively) are ok, and both support publishing to all the major targets. Some questions I have though Do either have a mature enough feature-set for a beginner? Will I be able to develop with it well on an Ubuntu machine? Is it more of a low-level API, or is it does it have framework features that would help a beginner like me build something easier? For Monkey, I know there are community created modules like https://code.google.com/p/fantomengine/ , but is there enough documentation for me to actually learn from? Has anyone build a 2D game with either of these and what was your experience. Would you recommend it?    Sorry, I don't mean to sound like I can't research this myself, I have been spending hours on it, but there is just so much unfamiliar to me that is kind of daunting to know where to begin.   Thanks for any help and suggestions