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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 Tsixm

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  1. xD Chronus we don't need it. (I hope 0.o) I've been slacking off on the easy stuff, but thankfully HL2 has loading times, and I have pen and paper. I'll find a scanner or camera and upload my plans soon.
  2. I'm struggling with physics (yes, you heard right). I successfully got ODE working on my computer, only to find out that it requires modifications for each computer, which is not good. So I'm tinkering with NovodeX, it seems awesome, better than Havok, but it's much more difficult. When I get level loading done (right after physics) I'll post some screenshots.
  3. Dude, Direct3D is a renderer, along with OpenGL. Basically what your saying is you may not use any library that advertises itself as 3D, which is completely unfair to us that don't program in 2D. Before you make assumptions, look at the Ogre source. It's basically just a thin abstraction of OpenGL and DirectX. So next time, think before you become an ass-umer.
  4. Who needs to finish judging before we find out who one?
  5. One hour till it begins. We should have a thread for submissions ONLY.
  6. I can't wait 'till all these games are finished and released.
  7. Is there any way we can find out if the game runs on the computer's the judges will have (besides finding a friend with the minimum system reqs). Heh if anyone has a computer with the exacty recommended min sys reqs, I'd post a thread in september, you'll get alot of free previews ;)
  8. Awesome, thanks again. I hope you'll see us in the contest.
  9. Nude zombies, eewwk. I'll watch out for your game ;)
  10. Nice catch Anon. Thanks guys! Oh and the book was Beginning OpenGL Game Programming.
  11. My psychic ability tells me your game involves... PIRATES! Actually my next task is a map editor. I'm thinking about using some old code from Reality Factory, which is from the makers of Beyond Virtual (which is surprisingly one of the prizes). Oh and about Manga (sp) engine, don't say it's not his without first looking at the details. It's just textures, light maps, and some FABULOUS artwork (although the rail and shell look astonishingly like HL2's), so I wouldn't give up the contest yet.
  12. Nope the character is a spy for the rebel group (the good guys)
  13. How many books have they written together? And is anyone sure I'm allowed to use this name?
  14. Quote:Original post by Michalson show off how good their entry is - source code, save game states, design documentation or early demos If we don't would we automatically get points off? Or if we do will we automatically get points on? Cause I have a feeling our game code will make us lose points if it's judged ;)
  15. Soft constant followed by a vowel, that and I sound like a nerd (which I am, but don't want to sound like) when I say it. Anyhow now that you know the authors, can you guess what the book is? (everyone has it)