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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 kingPing

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  1. Thanks guys,    this is really interesting and some really valuable advice. If I were to try and distil what has been said, it would be that I might look into very low level applications, like writing engines, which of course makes C++ necessary because optimisation is key here.   Perhaps this is not quite what I have in mind. I consider myself more of a creative type. I would not get so much satisfaction writing optimal code for somebody else's vision, I would prefer to be the guy taking part in shaping the vision and use middleware for low level stuff. As a hobby during my PhD I made a few games in Unity engine, which (as frob pointed out) is only scripting. I would rather see my PhD education as a bonus because it gives me very interesting ideas to draw from that 'regular' coders will not easily have access to.    I think my dream job would be making small or reasonably-scoped games with a certain purpose, like for the purpose of training, or (my favourite) education. For example, to get people excited about science. Essentially, this is what I've been already doing - but I've been doing it as a hobby and it has not impacted people yet. But being an Indie, for that matter, is risky and difficult, and on top of that my audience may not be core gamers but people in education, for example.    I am sorry that this is a rant and deviates slightly from my initial post, but hoping that someone is reading and may throw an idea or thought at me. 
  2. What qualifies as a decent coder? I have done lots of programming, but most of it using scientific tools (Mathematica, Matlab) and not in the object oriented framework. In Unity / C#, I made this game. Is this a start for an entry job or do I have to work on my programming some more?   Also, at the risk of opening a heated discussion, is C# widely regarded as insufficient for a coding position?
  3. Hi,    I will be finishing my degree in about a year and I have been thinking about career options. My degree is in maths, and it's a PhD degree. I have an undergraduate degree in physics. I was wondering if there are jobs in the games industry that appreciate this kind of expertise - perhaps a consultant for physics or developer for games with great weight on simulation? I am not married to the idea of working purely on games - I would also be interested in serious games or gamification applications (such as education or training), or game related tech (such as AR/VR or shaders). However, I am not really training to be an expert in these areas.    Although I am doing lots of programming in the context of science, I work with scientific tools usually not used outside of science. I am not trained as a coder and only worked and my experience with Unity and C# comes only from my 'extracurricular' hobby game projects.    So yeah, in short, I was wondering where I could look for jobs which require a high level in maths / physics in the games industry and related industries. Where could I look for such jobs?
  4. What do they do?    I am using Unity and it has a full implementation of rigid body Newtonian mechanics. I would assume other engines have that, too. I suppose Newtonian implementations can only be optimised, if anything. Other branches of physics are hardly of interest for most games. What are physics programmers hired for? I suppose someone who knows mechanics can use engines more cleverly but what is there left to code?   EDIT: Soft body physics. 
  5. This makes me sad. Using stats to optimise games for profit is the opposite of why I am writing games. I am not interested as working at a statistician for social games or the like at all.    My interest is in physics. I care about physics or maths inspired gameplay (even if it is not scientifically correct) and therefore I care about games like Mammoth Gravity Battles or Teslagrad. I am designing a novel physics game which attempts to be both fun (by game standards) and physically correct (beyond boxes colliding). I could imagine creating fluent and correct physics experiences in games. And I could imagine learning some graphics programming although I know little about it yet (and do not need it for my game design). Anyway, that is what I care about and if there are no jobs where this particular interest can be used that is OK.
  6. Hi,    over the past year or so, I worked on a game mechanics which I thought is quite fresh. I fleshed it out and made some puzzles for a game which which adds up to perhaps 10min of gameplay, illustrating the main ideas. I kept a couple of friends up to date with it and they consider it very promising, are genuinely interested and keep urging me for updates. However, since I am doing this as a hobby next to my job, I feel that I need some more feedback than from a handful of friends. What is more, I would be glad to find a like-minded collaborator. But in my University environment, even though there are many smart people and good coders, I find it hard to find game enthusiast programmers or 2D / 3D artists inclined in games. I wanted to ask your advice how to proceed.    Unfortunately, I am not at all experienced in the game industry. My environment is very rich but I do not seem to meet the right people. There is another University in my city offering a Bachelor programme in game design but this is something I discovered only recently and I do not know anybody there. In my city there are a few game companies I know of, but again, I do not know people personally, and the Campus is too far away to just show up there without a plan.   I much prefer showing and discussing my idea face to face rather than posting it online. I am sure that eventually I will run into the right people but I was hoping to accelerate the process.    How should I proceed? Should I email the game companies, giving them a playable demo and asking to meet to speak personally and get some advice, some opinion, perhaps find a collaborator? Should I try the same with the academic staff organising the game design Bachelor programme? What would you do in my place?
  7. Thank you very much for your replies!   It looks like mathematics at a high level is needed only marginally and that its application is most prominent in coding tasks. But on the other hand, in applied science you code a lot too. Scientific programming is usually sequential rather than object oriented, and (unless your job is to actually write a library) scientists usually code for themselves. On the other hand, economic memory management and efficiency is really important, so it has something in common with games. I could imagine large companies like Nvidia, trying to push the boundaries of efficient rendering, might have some problems that could involve a somewhat more abstract, open or general task which needs a good concept and an implementation. Perhaps there are problems that are not so unlike applied maths questions. But unfortunately I know too little about e.g. graphics programming to put my finger on it.    Perhaps there is something physics-related that would fall in a similar category?
  8. Hi,    I am aware that most game companies are interested in employing people with a strong game-related portfolios. But I was wondering whether you come across positions advertised for academics, or people with a strong academic background? I figure that perhaps very large companies relating to high end graphics like Nvidia may have a need for people with a PhD in some area of applied maths. Perhaps the same applies for developers of 3D tools like Autodesk. And perhaps there are other aspects of the game industry where mathematicians fit in.    The reason why I am asking is that I am interested in perhaps entering the game industry. I am making games on my own time but primarily I am doing a PhD in applied maths, so I was wondering how I fit in the game industry, if there is a fit.