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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. Hi. I can tell you something about another project from this competition - my own   It is called Being and from genre standpoint it's an immersive sim (FPP game, in which the player has significant impact on many aspects of the game world and all problems have multiple solutions – more about this genre can be found here.), disguised as an old school FPS.  Short description:  Player helps developers of an old school FPS game with freeing Eva – a woman who worked in their company as gameplay designer but one day, just like in TRON movie, she was sucked into the world of unfinished video game she was working at. To set her free player travels through game world as stereotypical “silent marine with huge gun”, using developer tools, game bugs and unfinished levels to his own advantage. Finally he/she confronts the mystery of thinking being trapped with flesh and bones in virtual world.  Short mockup movie edited from footage taken from other games (required by contest rules) I was inspired by (it's in polish, you can find transcript quoted below):  https://www.youtube.com/watch?v=6lal81zB8yY     As you can see whole concept is based on reminding the player all the time that he/she is playing the game! In other games bugs and incoherence of game world breaks immersion – here they only helps to realize that player’s avatar do not interact with the real world, but an artificial system – the one which rules can be bent or even broken using appropriate tools.  And there is Eva – woman who is aware, on the same extent as the player, that the world she is trapped in is not the real one – moreover, as a game developer she knows its every secret.  He only problem is, she used to know her game from God – Creator perspective and now she is only a mere NPC that has to obey the same rules that every other object in the game. Despite the lack of dialogue mechanics (Who designs interactive dialogs in old school FPS, right?), she tries by all means to directly communicate with the player sitting on the other side of the screen (totally ignoring in-game avatar) – finishing the game together is the only way for her to get back to “the real world”.  Thanks for reading, please tell me what you think – every feedback is mostly appreciated.  Also If you think that this is quite good and I have some perspectives in the field of game design, please put a vote for this concept.   It's the same link as Hiszp provided, but the game is called Being. Now you at least see two submissions. :) https://apps.facebook.com/opinionpolls/poll?pid=ACJbZWTFwBE   Thanks a lot