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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. First, I would like to apologize for the poor quality of my English, it’s not my main and I never learned it in school. I learned it on the internet, so I dont know all the subtleties of this language.   Hello everyone, I'll talk about the Motion Blur and errors that developers make when implementing it, I searched in this forum and it does not seem to me that such a topic has already been created so here it is !   What is motion blur and why our eyes creates it. Motion blur is a blur that our eyes add on the object when the object is going too fast for our eyes to focus on it, our eyes add it so that we can have a sense of motion without seeing jerky movement (the framerate of the eye is not high enough for the motion of the object to be fluid enough).   In what circumstances should you add it to a video game. If the frame rate is extremely high and the game is used on a screen with more than 120hz (it could be inconvenient with smaller frequency) it is necessary, if we can see an entirely clear tennis ball going at full speed on a frequency too high it can cause headaches and dizziness because the images on the screen are to close to the framerate of the eye, thus making the video credible enough for our brains to accept it as “real" but can’t manages to create the motion blur on the object because it does not move physically.   Where should you apply it. On any object moving at such a high speed that it appears jerky on the screen. This effect works especially well to accentuate the impression of speed we want to give to a movement, like a punch or slash with a sword, on stars when going full speed with a space ship, etc.   Where shouldn't you apply it. On camera movement, and here's why:   When the eye changes is subject, it creates a motion blur all the way from the start angle to the end but instead of showing us this vagueness, the brain erases the visual memory we have of this instant and replaces it with x times the end frame. So we do not perceive the motion blur at all, only x time the same image.   To verify this, because I know that many of you might not believe me, take a clock, if you dont have one, here's one. Look at something, now look at the clock and you will see that the first second is longer than the one following it.   I’ll end this by saying that this effect can be used in any type of video game with any aesthetic style, it’s an effect that adds more on credibility than realism. Like any effect, it must be used sparingly because it could interfere with the readability of the gameplay.   Source : Beta Movement Motion Blur Saccadic Masking