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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 art is spectacular. Very warm, rusty, and metallic. The steampunk theme is used very creatively.
  2. Yes, it's the 2004 book. To be honest, I know very little about audio programming which is why I'm reading up on it. Not even sure how relevant it is since it is 10 years old! But, I'm deep into learn C++ so learning how this book build a basic audio engine with C++ can't hurt. I hope? 
  3. Damn, that was lucky :)
  4. Oddly specific shot in the dark here. Just started reading Martin D. Wilde's audio programming for interactive games book. I bought it used, but it did not come with its accompaniment CD. I'm not sure how ethical this is, but does anybody out there happen to have the CD to this book they could upload to me? Or anyone know how I can contact the author? Again, I paid for the book, but got ripped off from getting the CD. Woe is me! By the way, the book is great so far for those interested in the topic!
  5. This looks awesome! I'll vote on Greenlight.
  6. This is excellent information. Thank you!       I'm guessing virtual music means not using live players. So 54% of music are sample libraries or synths, even on large budget games. 
  7. Nostalgia is over 9000. Great work guys! I'll definitely be following this.
  8. Dude, I love this! Very unique and loyal to your distinct style. I also get a the feeling it will tug at one's emotions a bit. Being an 80's kid (and Cali resident) I'm looking forward to this!
  9. Great tracks! I love the first one -- very beautiful. I like the use of recorded atmospheric sounds as well.   I would have to respectfully disagree with Keith. Minimalism is great! You hear it all of the time in today's music particularly in games and film for good reason. Yes, popular music hooks you into listening to the music, but sometimes that's the last thing you want! That can distract from the actual game and kill the total game immersion. Sometimes music is designed purely to make the listener feel something without actually being noticed. Also, can you make awesome music with only using one repetitive rhythm? Of course, composing is cool like that. Limitations like that are great opportunities for creativity.   Of course, it all depends on what the context calls for. Sometimes you want your music to evolve and change a lot, but sometimes you don't (and everything inbetween!). There are no set rules in my opinion. :)   In any case, enjoyed your tracks! Do your two high energy tracks need to change/evolve more? I think it would work as is, but if you wanted to go that route you could consider changing things other than your rhythmic theme, like: more dynamic variety, using more variety of instrumentation, adding controlled modulation/filters to some synths for added musicality, etc. Plenty of things to manipulate if you still wanted to add more interest. The sky's the limit. 
  10. This looks like a really deep concept and amazing art! I'll be donating for sure.
  11. Thanks Valoon! So, it looks like starting with C# within Unity is the best bet for me. Once I get a grasp on that I may then look into C/C++. For now, I just want to learn how to implement my audio and FMOD projects in the game code and go from there. That way when the game is release I can go all Shake'n Bake and scream "and I helped!" :)   I've bought a couple books and it's actually quite invigorating stuff so far! So, what tuts would anyone recomend to learn C# (for the first-time programmer) within Unity. I'll be learning on a mac so all of the visual studio tuts won't help me much anyways. 
  12. Challenges are an opportunity for creative solutions sometimes. Seems like you could be creative with it. For example, there's a radiation zone or an endless dry desert. Spend too much time and you pass out and wake up in a hospital or something (just an example). You could combine that with the "boringworld" terrain idea? If your game has a story maybe use that for inspiration?   Or if your out of ideas use the Pac-man technique :)
  13. Very useful. Thanks Sam. :)
  14. Valoon, that was explained really well, thanks. From what I understand C# is a bit easier to learn and it is used in Unity -- is that correct? Could I just learn within Unity at least initially?   Also, just a bit confused on the terminology here, but a lot of people tell me scripting is easier and more practical. Is that the same thing as what you described as implementation, Valoon?