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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 Kaneydien

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  1. Here is a couple of examples of why story is not as important as gameplay: Minecraft: No story, just survive, build, have fun The Elderscrolls: Every game just throws you into the shoes of a prisoner, and lets you set your own path. With these type of sandbox games, the player creates the story through the gameplay   Now, here is a couple of examples of why store is more important than gameplay: Mass Effect series: Basic wall hiding shoot em up in 3rd person, but the story is where it shines. You develop relationships with characters, and care about what happens to them The Walking Dead-Telltale Games: Very little actual game play, but the story is intense and sucks you right in With these types of games players invest themselves in the story, and the gameplay becomes less important   Thats my analogy, It can go either way, just depends on the type of game you are making, Hope it helps!
  2. Watched the vid, seems like a cool idea. I love stories where humanity is on its knees fighting for survival. Here is my title suggestion: "Fight For Us"
  3. Does not look like anyone has mentioned this yet. For me, the key to being scared is being invested in the character. Proper character development and back story plays a key roll in whether I care enough about a character to be scared if anything should or could happen to them.   Also, does your game have other NPC's in it? If so, and you can communicate with them, they can easily create tension for the main character with their actions and behaviours. If everyone else is on edge, you will be to.   Hope that helps!