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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.

shuma-gorath

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  1. If you're into console-style titles, here are some recommendations: -"Shank" (beat-em-up) has a 2P mode, but I've never tried it.  There's also a sequel, "Shank 2," which I haven't played yet. -"Kyurinaga's Revenge" (platformer) is on my wishlist. -"ZHEROS" (beat-em-up) is on my wishlist -"Gatling Gears" (shoot-em-up) has a 2P mode, but I've never tried it. -"Rayman Legends" (platformer) PC also now has Playstation Now, so there's a bunch more games than I can count. EDIT: Added genres, etc.
  2. I've watched both movies, but the series is on my to-watch list.  I'm still adjusting to this cable-free lifestyle.   For those who don't know, Westworld is said to be the first film to use CGI. 
  3. I did not vote, but at least 24 hours before Election Day, I predicted that Trump would win.  How?  Over the past several months, I've noticed that conservative comments consistently outnumbered liberal comments on various websites--Yahoo! News, CNET, YouTube, Huffington, IEEE Spectrum, etc.  In the case of Yahoo!, which used to show thumbs, conservative comments also tended to have more likes while liberal comments had more dislikes than likes. I noticed the same phenomena with racist comments.  While obviously not scientific, media outlets could have employed this sort of analysis to some degree.  This would seem to be one way to overcome the reverse Bradley effect, that phenomenon phantom mentioned earlier. My prediction is that the outcome of this election will encourage the proverbial comment section to come to the real world.  The big question for me, though, is: Will people still get fired for saying racist things on camera?  In regard to offshoring, immigration, and trade, I suspect that many voters neglected to consider that this election outcome may actually accelerate companies' use of automation, something that's much harder to regulate.  Well, it's their lesson to learn.
  4. Considering that Nvidia powers it, I guess it's safe to assume that the Shield is dead.  In harmony with what Riviera said, it'd be sweet if the Switch could salvage the Shield's ability to play Android titles, including its exclusives. Short of that, Nintendo should up their strategy around their back catalog, but I don't see that happening to the degree I'd like.  *Sigh*
  5. In a situation where the the composer's revenue is linked to the number of sales of the game and he/she is seller of the soundtrack, he/she would indeed be receiving more revenue without necessarily being the original seller.  That meets your criteria.
  6. A quick google suggests X per 1000 ad views (varies depending on ad demand, but the number I saw was $7.60), and the ads aren't shown for every actual view. And that's before YouTube takes between 30% and 45% (and before your YouTube Partner network's cut). Also depends on how much viewers engage with the ads, which I imagine would be quite less with music (because they'd run it in a different tab while doing other things).   People with millions of subscribers (not views, full subscribers) pushing out four or five videos a week that constantly hit million views or more, even with branding deals and referral fees, still aren't making livable wages and often need to work jobs on the side.   Thanks for expounding on the ad revenue model.  That's the most comprehensive breakdown I've seen, and it clarifies Kylotan's point.  The $6 I stated was something I'd heard from an author discussing this sort of topic, but he did not mention the part about Google's cut, so I never thought to seek it out.  But, yes, I was aware that a minority of YouTubers can rely on ad revenue as a primary income source.   If people are primarily running the YouTube mobile app, the impact of tabbing should be minimized.         If a composer/publisher were to put the whole soundtrack up, it probably wouldn't be too difficult for someone to find the song they're seeking. On the flip side, people can stumble upon songs that are of interest, even people who don't know that a given game/track exists.         I must be in the long tail, because some of the other tracks are more memorable than "One Wing Angel."  At the very least, people would seek out the "Let the Battles Begin."  (BTW, yes, I realize that this tune gets the fewer views on YouTube.)   Going by my own experience, if a game has a decent soundtrack, I at least remember more than one track being decent.  Can I be that different from the norm?   I think this is missing the point. Are we talking about supporting game developers or supporting musicians? Musicians will, of course, write music between projects and attempt to sell it. But it doesn't apply in the context of 'upselling' because it's not the same people doing the selling.   The reason why I've mentioned both composers and publishers previously is because both release standalone soundtracks.  There are merits to either one getting the revenue.   I mentioned in a previous comment that some soundtracks cost more than than their respective game.  That is sufficient to satisfy the dictionary definition of "upsell."  There is no requirement for the seller to be the same.       Per ad view, right.  I wonder how many of the viewers are reading comments while the video is playing.  I would imagine that still count towards the engagement that Servant mentioned.    More videos mean that one can cover more tastes, in principle.
  7. The specific reason I mentioned this is because some composers choose to go this route.  Jake Kaufman is one example that comes to mind (And, no, I am NOT referring to his covers of other games' tunes.).   If composers are independent contractors, it is likely they will have gaps between projects. Those gaps could be the opportune time to compose remixes.  It needn't really even be remixes.  Sometimes composers/publishers will release tracks not used in games as part of standalone soundtracks, suggesting that the tracks are already created, so there would be minimal time investment.         If one is relying on a small number of videos, that's probably true (Wasn't it $6 per 1,000 views?), but a skilled composer should not have to rely on a small number of videos.  In addition to ad revenue, YouTube has a donation feature integrated into their site.
  8. So, to review, we've gone from being able to play game discs on CD players, having dedicated listening modes built into consoles, and having sound tests to gambling on a publishers/composers releasing a standalone soundtracks.  In the event that such a soundtrack is released, it might even cost more than the game.  Moreover, unlike many mainstream albums, it might not be possible to buy individual tracks.     There are certainly ethical ways to monetize music separately.  Some game composers include remixes in the standalone soundtrack not found in the game.  The music industry frequently publishes songs on YouTube, relying on ad revenue.  I think they can even make money if someone else's video includes their music, so that could add up.  Maybe the game industry is trying to imitate the wrong industry.   If customers are willing to repurchase their games for later platforms, it's reasonable to infer that some of these same customers are unwilling to pay out extra for a standalone soundtrack.  Finally, a company would be foolish to believe that customers don't realize when they are losing functionality.  The annals of gaming are lined with comments posted by gamers who have been burned.   I'm definitely with you about how some tracks are mysteriously missing from soundtracks.
  9. Yup, removing sound tests is such a dirty tactic.
  10. About a fortnight ago, I was watching a talk on eye tracking where the speaker said that the fatigue sensation you feel is actually due to your eyelids.  If you think about it, it makes sense, considering that your eyes are repeatedly moving while you're asleep.   I'm in my early 30s, but when I think of older programmers, say, twice my age, they don't seem to have horrible vision.  Of course, people have a tendency to change roles in their careers, so maybe that's why.
  11. I've never liked savory eggs.  I've always preferred custards and puddings.
  12. While I'm not sold on the Oculus, I do see an market opening for an FDA-approved VR headset with FDA-approved software.  Some time ago, I read reading an article about a study where they had strabismus sufferers play Tetris while wearing a specially designed helmet.  IIRC, the results were promising, but I'm sure there's room for other games.    The cost of an equivalent VR package could come in under the the average cost of LASIK ($2,118 USD), however, given the failure potential of LASIK, I would be willing to pay a premium for the former.   UPDATE: Okay, so clearly, I haven't been keeping up with the industry, as such a system is currently in trial, Diplopia. Apparently, FDA approval is only required if a product/service is claiming to diagnose a condition, however, this company is still trying to shoot for it.
  13. Well, in the end, I have decided not to use JSON for this project.  I figure the alternatives will be simpler.   Thanks again to all who replied.
  14. Thanks for the reply.   I'm not rightly sure if the consuming program can handle quoted timestamps, but I can find out.   Would anyone happen to know a way to walk the DOM, visiting each value along the way?  I have some tree-traversal code lying around that I could re-purpose for this, but I'd much rather use the library's built-in method.  I don't remember seeing anything in the documentation about this.
  15. Thanks for the reply.   Thing is, Firefox bookmarks, when backed up to JSON, use the same timestamp format, and they don't use quotation marks.  When I pass in bookmarks to json-cpp, the timestamps come out with a decimal point appended.