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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.

James DeWitt

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About James DeWitt

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  1. I would give my right arm if it meant making it in this industry. Seriously.
  2. Adam. There are a thousand ways to go about being a writer but you essentially need only two things; A pen and a piece of paper. Write as often as you can. Write about anything and everything. Just don't stop. I would also advise you to read as much as humanly possible because I always believed that great writers are great readers. You will get inspired from the books you love and it will show in your work. Also, don't shy away from imitation. Most idea's come from other ideas anyway. Read. Write. Repeat.
  3. Lots Of Slots. 
  4. Simplicity is key. Sum up the plot in a sentence or two. The other details will develop throughout the games development.. Keep it simple, keep it concise, and keep it short. Here's an example of how a convoluted story concept can turn a player off. I will use the original Mario Bros. as an example. "You are an Italian plumber named Mario. Your love interest, the ruler of a place called The Mushroom Kingdom,Princess Peach, is kidnapped by an evil Turtle named Bowser. You must navigate your way through sewer pipes, swim through an ocean , and jump the tops of mountainous mushrooms in order to find the castle where the princess is being held hostage. Along the way you must fight evil turtles and mushrooms as well as collect special powers hidden inside bricks which you must smash with your head. You eventually destroy the evil Bowser and rescue the princess. "   Sounds absurd, right? Here is the story of Mario simplified.   "You are a plumber named Mario. The love of your life, a Princess, is kidnapped and held hostage deep somewhere deep within the sewer system. You have to save her".   That is the story of Mario simplified. Forget all the turtles and mushrooms. Make the plot simple and the rest will fall into place during development.