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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.

ChrisKolev

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  1. Hello, My name is Hristo Kolev, a student at “Manchester Midi School”, Manchester, UK and I will be graduating this August with a degree in “Music production and audio engineering”. As part of my final research paper I am exploring the development of game audio through the years and the role of the composer as part of the development team. The research is mainly focused on the connection between audio and technological developments and the skills a musician has to have in order to work in the industry. I will be extremely grateful if you agree to answer few question on the topic. Name: Date: 1. How long have you been composing for video games? 2. What is the most effective platform of promotion for you as a composer? 3. What are the essential skills a game composer needs and how did you gain these skills? 4. What are the biggest challenges you have faced in becoming game audio professional? 5. How composing and sound design have changed over the years and how did you managed to adapt to those changes? 6. Do you think that in technological aspect game audio is reaching its limit for innovations? 7. With so many requirements today, such as composing, sound design, knowledge and understanding of scripts, programing and coding, Wwise and FMOD, how do you manage to learn everything and keep track of all new innovations and which of these you think are most essential for a young composer or audio engineer? Please feel free to add any addition information you find useful. Any advice will be highly appreciated! Kind regards, Hristo Kolev