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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 Krylorz

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  1. So I just finished up a Game Jam out on Tokyo and my team made a 2D game. Unfortunately, due to schoolwork, I was unable to really get a chance to learn the Unity2D tools that Unity 4.3 now offers, and so learning them while trying to jam was a problem. Now that I've got some time I'm going to read up and learn what I can. Who else has learned how to use these tools and what tips/pieces of advice do you have?
  2. Unity is a great program to use for programming in c#, is a game engine that is used in the industry, and can use great graphics. All of the documentation for Unity is online, so you can always look up things that might be tripping you up. I've used Unity for many a project and have enjoyed it's feel.   Side note/helpful hint: If you've never programmed a game before, just remember that there might be slight differences in how code should be used, and that like any coding project, its trial and error. Have fun though, your first coding experience with a game is always fun and exciting.
  3. I think that the text adventure games of old are gone, but there is a new wave that is coming through (I'm actually working on an idea right now that I'm going to try and implement for the next Ludum Dare). If you have an iPhone, go check out Bar Oasis, or google it if you don't have one. That's a great example of more common day text adventures.