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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. Also (shameless plug): http://www.frostbite.com/2014/11/moving-frostbite-to-pbr/   Cheers, Graham
  2. Other good references:   https://blog.molecular-matters.com/2014/11/06/stateless-layered-multi-threaded-rendering-part-1/   https://www.cg.tuwien.ac.at/research/publications/2007/bauchinger-2007-mre/bauchinger-2007-mre-Thesis.pdf   http://jendrikillner.bitbucket.org/blog/blog/stateless_rendering/   -Graham
  3. Hey,   I work on Frostbite Rendering and DICE games :)   We have published information about older versions of this tech. We have improved this in numerous areas over time, but many aspects still hold true to this information:   http://amd-dev.wpengine.netdna-cdn.com/wordpress/media/2012/10/Andersson-TerrainRendering(Siggraph07).pdf http://www.slideshare.net/DICEStudio/terrain-in-battlefield-3-a-modern-complete-and-scalable-system   For Dragon Age Inquisition, we also added advanced terrain displacement mapping to the terrain (BF3 had basic terrain tessellation), and this tech made its way into Star Wars Battlefront, too.   Shading (i.e. PBR) has been one of the biggest improvements as of late to our fidelity (aside from great artists and photogrammetry - http://www.frostbite.com/2016/03/photogrammetry-and-star-wars-battlefront/)   We continually publish quite a lot of information here: http://www.frostbite.com/topics/publications/   Cheers! Graham
  4. Hi, in my GDC 2016 talk, I discuss using the approach MJP mentioned to pass the draw index through to the indirect args using a root constant: http://www.frostbite.com/2016/03/optimizing-the-graphics-pipeline-with-compute/   Cheers, Graham
  5. Hi!   I'm the author\presenter of this research. Hodgman is correct here. Triangle culling is definitely worth it, as evidenced by my initial slides showing peak primitive rate per triangle vs. available ALU. I mention cluster culling just to show we have it, but previous research (like the Siggraph 2015 GPU-Driven Rendering Pipelines work) shows cluster culling, so I wanted to take it further and detail per-tri instead. Combining per cluster with per triangle is significantly better than just doing per cluster. You can have lots of surviving clusters within your frustum that contain tiny triangles which will not be removed. The same goes for depth and frustum. Additionally, I go over some algorithms like blend shapes, cloth, or even voxelization which can't be done per-cluster, so this technique efficiently iterates per triangle, enabling the improved usage of these algorithms.   NV has different bottlenecks when talking about primitive rate, so async compute isn't the showstopper here (I can't get into the specifics due to NDA, but these techniques can be implemented differently on NV for a big win - i.e. fast passthrough geometry shaders on Maxwell+).   It comes down to, what is the primitive rate between setup vs. rasterizer. If it's the same rate, culling in compute will be faster. If setup is 2x the rate of rasterizer, you need more than 50% backface for it to be effective, and the gains will be less.   In a future blog post, I may show more details of the cluster culling that we're doing - though no promises yet :)   In summary, per-triangle culling is currently absolutely beneficial on AMD. Sure, just like most algorithms you can do a coarse\broad phase cull pass, and then do a fine\narrow phase cull phase. This talk\research is about how to perform the absolute fastest narrow phase cull on GCN.   -Graham
  6. Congratulations, Joe! The game looks great, and I can't wait to get my hands on it :)
  7. RT @geofft: If you're having float problems, I feel bad for you, son I got 99.0000001 problems but .9999 ain't 1
  8. Today officially marks my last day as a BioWare employee, as I have joined the core Frostbite team as a senior rendering engineer
  9. RT @m18e: @gwihlidal Quick! Put it in a Cornell box!
  10. My house has lots of cool objects for a graphics engineer :) http://t.co/GkAmE8ImZU
  11. I just bought Dash, a OS X Documentation Browser for 80+ APIs http://t.co/2P4687CTbA
  12. Spent the whole day debugging some awful awful memory allocator bugs, but so rewarding to finally track them down!
  13. RT @BlondeNerd: I love how every time you bang someone in The Witcher you get a, like, Pokemon card of that woman. GOTTA CATCH 'EM ALL!
  14. I'm super busy working on Battlefield 4, but this is an awesome thread, so I thought I'd link my own story (published recently on BioWare's blog).   http://blog.bioware.com/2013/07/25/staff-blog-graham-wihlidal-senior-software-engineer/   Cheers! Graham