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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 Romario94

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  1. Most of the info about autism is taken from first-person account academic journals, so the explanation are rather vivid and arguably reliable. Moreover, autism isn't confined and predetermined through lists of behaviors; but a spectral disorder. I would then, limit the main character, let's say "A" to experience five symptoms throughout the game.   These symptoms would be triggered when the A is within a range of the specified area / physical objects / audio objects. For example, the player will experience blurry vision and tight, high-frequency sounds when he approached rumbling machines, etc.   I am still thinking to have narrative structures that would surface the character's autistic syndromes, not just on the game mechanics / gameplay itself ; a game that deals with psychological instability that would turn out to be the core antagonistic element of the gameplay. It would not be another typical indie horror, anyway.
  2. Perhaps it's going to be a hybrid between informational and comforting games. Since one of the autistic symptoms is that they tend to have short attention span and experience hard time on focusing on things, I was thinking that the UI (like the map in GTA) can be tweaked throughout the game, in which there would be times where the destination objectives would be altered; worldview would be blurred; player wouldn't be able to control when they encountered certain object and stuff.   A member suggested not to revolves around autistic symptoms as the gameplay, but as part of the story.  (Like Ethan Mars in Heavy Rain who suffered long term depression after Jason's death) I'm thinking about that too, but my main concern is to promote empathy towards the player on how autistic individuals would response towards their surrounding, without 'dehumanizing' these special people. 
  3. Hi fellow game designers / developers, I would love to hear about any ideas that you guys have for a video game that will focuses around a main character who suffered low-functioning autistic spectrum disorder. I'm currently ideating a first-person video game that would have a gameplay and mechanics that is inspired by autism symptoms. Autistic symptoms may include hypersensitivity or hyposensitivity towards the surroundings, OCD, over-agitated / excited over particular objects, uncontrollable body movements, and anything else that you could mention. If anybody has brilliant ideas on creating an emotionally engaging experience based on these theme, I would be glad to hear it from you guys.   Additional info: The main objective of this game is trying to engage the player to 'empathize' and feel the life of an autistic person through first person perspective.