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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. Because there are many resolutions out there that use the same aspect ratio, so building on the basis of the most common ratio the game should work without any problems?
  2. Unfortunately there isn't really a one-size-fits-all approach to the myriad android devices out there. It's fairly typical to ship a copy of your resources for each of the supported display densities, and then UI layouts for each of the supported aspect ratios (you can skip a bunch of each if you only support tablets, or only support phones). In Unity on mobile devices, by default it will use whatever the device's resolution is. You can then check the screen size and DPI in script, and/or depending on what UI system you're using, use anchors and aspect ratio fitters to scale your UI elements appropriately. Use high or low resolution textures when the scaling factor becomes too much for a single texture to handle. Then in the Unity editor, in the Game window, set up a bunch of resolutions and test them all out. Use the scale slider to shrink/grow the rendered viewport to the approximate physical size of the various devices out there and write a debugging menu to simulate different DPI settings. I'm already using the Canvas Scaler component and anchoring on my UI, I'll build the game on the most common aspect ratios for both platforms. 3:2, 71:40, 4:3 for iOS and 4:3, 5:3, 16:10, 16:9 for Android. Is this fine, I mean we can provide multiple builds ?. And Is it a problem if I scale my sprites using the transform component, I know it affects physics if the game is 3D but does it also take effect if its 2D, will it require afew more computation time like its does whilst in 3D?
  3. Thank you. Which reso should I go for then?Isn't there some setup that complies with all android devices?
  4. Hello. I'm sixteen and I program in C#, I also know a wee bit of Javascript. I've designed, coded and debugged a game that I started developing a few weeks back. The software I used is unity5 personal for development and illustrator(trial) and InkScape for the art. So its pretty much done, but I have one question, which resolution should I publish it on Android and iOS. I've done a little bit of research and found out that iOS needs 2 builds, one with a lower resolution and the other one with a higher resolution, but I don't quite know what these are. I've also no idea as to which resolution I should build my android version of the game. I designed my game to be modular so a complete redesign should just take a few hours. Thanks alot!