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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 mondongorongo

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  1. RT @Jonathan_Blow: Wow, the analogy that not wanting Windows 8 is like not wanting to "learn a new way to drive" is kind of offensive.
  2. [quote name="dimitros.be" timestamp="1411968340"]. After all this effort, the result will just be a very simple game, with a goat running away from a bug. [/quote] Goats are awesome, don't let anyone tell you otherwise XD
  3. Great article, as you, I am also experienced in more conventional software development but when I decided to pursue my dreams in game programming, I went the engine way and started messing around with Unity, Unreal and so on. That was until I got Game Coding Complete and realized I didn't understand it at all; despite it being such a huge ego crusher I decided to go back to basics and have been going the low level way for a while now. Unfortunately as this path is kind of long I still don't have anything to show for it, but hopefully after several clones of pong, pacman and the always amaszing Space Invaders, I can go on (someday) into making my own 2D /16bit / snes inspired game
  4. Un Juego Por Semana: Semana 6 – Plan de Trabajo | Las Aventuras de Mondongorongo http://t.co/9E1fNJzqTk
  5.   This. As a serial entrepreneur(with small amount of success to show for it) i can tell you that it's madness to the extreme, but it's like a bug some people have to strike on their own chord an answer to themselves, even if you say that you're developing products for an audience seriously you're just trying to please your interests first and see if they match your target. I think Tommy Refenes (the programming side of Team Meat) summarizes when he says that he refuses to make shitty games, and his definition of shitty(which i don't completely share but i get where he is coming from).   People think that when you go on onto the independent field of work, in any industry, you do it for the money, obviously that's some motivation, but the main reason is to pursue your own goals, at your own pace with your own vision; most of the startups that i've seen succeed are the ones that balance this strong intrinsic motivation with the standard practices that build a business.    Now this could be said about some succesful indie devs, like Vlambeer for example. I'm kinda curious to see what Warhorse Studios can do with Kingdom Come, after following their kickstater I kinda see them as a middle point between pure artistic indie endeavour(that Indie Movie tries to emphasize) and traditional business studios. I'm sure there are other examples but that's the one that i can name of the top of my head
  6. This seems like an awesome idea, as a 3rd world aspiring game designer i don't have the chance to interact in real time with a lot of people in my same situation as me so yeah, that'd be awesome for me.   Count me in.
  7. I actually tried to do something like that my first weeks, but for me it has been mostly about learning to translate my experience of the business world to the game development world. It's kinda humbling to realize that you have so much in your head that wont be useful so i had to start from scratch and see what i could transfer from my background to my passion.    So that's why i've decided to explore more of a technical side of things, like exploring Unity, and then learning about shaders, and about GameMaker or UDK or Allegro or Panda3D and learn the technical side of things in parallel to the theoretical side of game design.   I've been working with mostly sql(postgresql, oracle and microsoft sql server) and java for the past 10 years so programming as a game developer is a different kind of mind set that i have to learn.
  8. Un Juego Por Semana: Semana 5 – PostMortem | Las Aventuras de Mondongorongo http://t.co/QkVKjZudxd
  9. Las Aventuras de Mondongorongo | El Diario de un aspirante a Desarrollador de Videojuegos http://t.co/x3bQmVLZbw
  10.   Two weeks     
  11. Un Juego Por Semana: Semana 5 – PanoramaBoy | Las Aventuras de Mondongorongo http://t.co/tvR8R1OI45
  12. Un Juego Por Semana: Semana 6 – Plan de Trabajo | Las Aventuras de Mondongorongo http://t.co/vF23LWup1q
  13. Hey man, Mondongorongo here; i noticed you linked my blog up there, thanks for that.    Though I blog in spanish and that can be kind of difficult for some people I'll work on a translation of my future blogs in Gamasutra too(maybe in french too, haven't decided yet). I've been doing this for a little more than a month, and it has been great as a learning experience, you have to work hard and stay focused on your deadlines, I've devised some methods that help me accomplish my goals in one week. Let me copy and paste it from here     Besides my delusions of grandeur(i just quoted myself, for crying out loud XD), it's awesome to get some sort of feedback on your games; playtesting is very important, as is the shameless self promoting of your work, but also you have to develop a thick skin and learn not to take it personal, sometimes great ideas and good intentions end in bad product and people can be harsh, specially if your tersters are friends and family as is in my case.   So yeah, just wanted to pop up and give my thanks and my two cents.   *prototes in mondongoronguesque means prototypes   EDIT:       That's not 100% true, they are somewhat different; you have to understand your limitations and know that you can't aspire to build the WoW killer in thosae 7 days, but it helps a lot to develop a kind of lean approach to design that's very interesting; not only that but it also helps you to focus on identifying your themes, key features and concepts clearly and faster.    Also, and paraphrasing, Rami Ismail, the process of releasing a game is sort of a muscle itself, you have to flex it to develop it, and i flex it 4 times in a month instead of 1; don't get me wrong, eventually I'll scale to a game a month, or a game every three months, then onto bigger projects, but as I mentioned before, you really need to develop the thick skin, the ability to promote your work, to approach testers, to ask for feedback and criticism. It's crucial for the learning experience, as developers we tend to focus exclusively on the tech side of things, but a greater understanding of the whole process has a great educational value.    Game a week is not done to create the greatest game ever(though if it happens that's great) it's more about flexing the game development and game design muscles needed to become a better developer. It can be burning for some if you strech it too long(kinda happened to me this week), but if you can use it correctly it's a great tool for starting game devs.
  14. Un Juego Por Semana: Links de Descarga Alternativos | Las Aventuras de Mondongorongo http://t.co/vRZaeshJhm