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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.

Jungle Friend Studios

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  1. I think it's easier to write a Villain and be compelling because the hero is so overplayed.
  2. I like your idea a lot... Think Smuggler in Space. I'd check out Sid Mier's Pirates on mobile for some ideas on the sort of base smuggling A.I. involved. Imagine rare items with random spawning stats and trading capability.    If you want to talk more about it, my contact details are below
  3. I thinking dumbing down is pejorative and used incorrectly in the industry. Not everyone has the same capability for hand eye coordination and reflexes and that doesn't make them any worse. The fact that there are different markets to serve should be applauded. Our jobs as game makers is to entertain people - you choose who you entertain.
  4. Sim Ant is enjoyable because it gives the player feelings of control - similar to many other God games.
  5. There's nothing politically touchy about things that are terrible and downright wrong. If you're going to make a game like this, make sure it's in very good taste and your reasoning for it is sound. It's a very fine line to walk - It's interesting to me as a platform for change, but I think the audience will get the wrong idea.
  6. I'd suggest reading Level Up and planning a game design document first. A simple idea won't be enough to show the full workings of your game idea to potential people. Time to put in some work! Best of luck to you.
  7. Seems interesting - I'd first check to see if you can use the United Nations name/flag without violating any copyright issues. NGOs still own their own brands.
  8. Hi AFL,   We're always looking for collaborative projects for well thought out and designed projects to produce in our studio. My contact details are below.
  9. Being a producer inherently means having an understanding of Game Design.   I'd get experience first in game design and read EVERYTHING you can. Here are some quick book suggestions: Level Up by Scott Rogers Theory of Fun by Ralph Koster The Ultimate Guide to Video Game Writing and Design by Flint Dille   Read Gamasutra & Venturebeat.com/games to get the general direction of the industry and for job postings along with gamedev, indiegamemag, reddit.com/r/gamedev If you'd like to talk Game Design, message me on skype :) JungleFriendMax   Max