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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. The big lesson I see: most businesses are too hard at work to do anything other than what they've always done. BAD. I call it "head in sand OR grow". Nearly impossible to do both simultaneously. Yes, it's important to get the work done, but more important to try and keep up with the world and your contemporaries (and/or competition).   Imagine the power that stale swamp could yield if the developers felt a new wave of creativity and empowerment due to new tools and improved efficiency! Show everyone the fast way to get "caught up" so they can start fixing things that have nagged at them for years, decades, or since last century.
  2. That's awesome. :) And a great read. It reminds me of my expectations: php is a chainsaw to get the job done and I don't really expect much from it. I expect more from C and C++ and they demand more of my thought to work correctly. (so, I'm spoiled by php)   I really like that dude said to go learn python. Always have been meaning to. Seeing the reference and reading some led to my big chuckle for the day:
  3.   HA! Until the Director of Software Engineering enforces his own personally preferred ideology upon his subjects. Sadly, dx'ing indexes stuck with me. (idx, jdx, kdx)       I only code on mechanical keyboards. So addicted to them, I bought them for every high-use workstation at my business.     * snort *  <--- I can feel aforementioned Director of Software Engineering twitching already...     * sigh * that makes ME twitch. :(  The first time OOP was choked down my throat, that's how those people coded. And were paid. Well paid.     Probably PHP. It has buried me with it's too-easy casting before.     Two things I miss the most from PHP: === operator and all variables needing to start with $. The $ thing makes it easier for me to see my own variables in the other mess of logic. And the === identity is true only if value and type match. So you can do a ===0 or !==0 and not really worry about accidental 1/0 true false problems.   I'm coming back to C (and sadly C++) from my too many years of PHP hacking web apps for my business. The C++ is for embedded things and we don't get any MSVC help, so many of my code searches are about doing things the hard way, coding it by yourself, and not relying on a framework for a crutch.   Thanks for the lolz! :D Chris, the FNG
  4. Mine was the compact "cute" keyboards that came with some Atoms we got. Dang things never let me log in! It was the 3rd or 4th try (over a few weeks) that I realized these didn't have a 10-key area and thus took away those letters in the middle of the board that were part of my password. :P    Then all was