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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 JonahSM1

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  1. I am also planning to submit an entry.
  2. Quote:Original post by nsmadsen Now let me ask you a question: Do you believe there have been zero games out there in the last two generations (and this current one) that have an effective score? By the last two generations, do you mean PS2/Gamecube/Xbox and PSX/N64-era generations? If so, some of my absolute favorite soundtracks would fall under those categories. My frustration is with the current generation (PS3/360/Wii). To answer your question specifically for the current generation, no, I don't believe that there are zero games with good scores. There are games with scores that I have enjoyed, but they have either been from franchises that have always had good music or from indie games. Where the problem comes in is in new big-budget games from the multitude of new developers that have sprung up. The number of games being produced has gone up, but the number of games with good scores has not increased proportionally, leading to a higher ratio of bad to good scores.
  3. Quote:Original post by nsmadsen Interesting. I state that I didn't agree with all of the author's stances in the first sentence. Also since many (not all but many) of the comments thrown in after the article don't agree with it 100% so I wonder why you thought this. My reasoning was that 1. When you say that you 'don't agree with all of' something, it implies that you generally agree, or at least agree with some of it. 2. The majority of the replies to the article that I read, including the one that you specified as one you liked, seemed to me to mostly agree with the general tone of the article. 3. As I stated in one of my previous posts, I've had many discussions recently about the state of game music with various gamers and composers, and they overwhelmingly agreed with my stated positions. If I may ask, which points in the original article do you agree/not agree with? Do you think that there is not a general boringness to modern game soundtracks? Also, what are some games from the current generation that you think do have 'inspired' music? (These questions are open to anybody.)
  4. It was a paraphrase. I meant to indicate that I was replying to you without quoting your whole post. This is a convention of another large forum that I frequent (short, exaggerated paraphrase with a slightly silly reinterpretation.) I apologize for the confusion. My interpretation as a 'thrashing' was in the context of intellectual discussion (where thrashings are typically very polite and professional), and was a reaction on my part to how I perceived what had occurred, i.e. Me: (Paraphrased) "I agree with the ideas in the article that you presented that music is generally of less quality than before." You: (Paraphrased) "Let me show you all of the ways that your logic is flawed, etc..." In essence, since I assumed everyone in this thread would be agreeing with the ideas in the article, I meant only to post a sort of 'me too!' comment, and did not put forward any kind of logical argument. Being that I did not present an argument, I did not expect to be rebutted so soundly. Receiving such a rebuttal to something that had not been prepared in a logically sound manner then typecasts my original statement as an attempt at intellectual discussion, and thus reflects negatively on my person, implying that I was simply making an emotionally derived argument, and was completely ignorant of such phenomena as distortions by the lens of time. Sorry to produce so much confusion both times that I posted, and I hope we can move on and continue to discuss this topic without further misunderstanding.
  5. Quote:Original post by nsmadsen Thorough thrashing... have a nice day :) Oh my, I seem to have said much more than I thought I had in my original post! I didn't mean to imply "Oh, everything back then was way better, and everything now is shit!" I am well aware that many games 'back in the day' had horrible music. My citing of classic titles was to indicate that I know what good music can be, and what it can do for games. That being said, I hold to my previous statement in the lack of material in the current generation (360, Wii, PS3, etc). Though I have heard some decently interesting or appropriate music in current games, I cannot think of any examples of truly iconic soundtracks (aside, of course, from extensions of previously good series such as Mario Galaxy). It is also important to note that many of the games cited as having amazing soundtracks were the blockbusters of their day. The blockbusters of today are, in comparison, lacking (otherwise, why would we all be posting in this thread?) I am also aware that nostalgia can play a strong role in determining our attachment to music. I still believe that you can objectively analyze the two side by side and clearly find a melodic, harmonic, and timbral richness and inventiveness in the great classics that is not represented in the mainstream games of today. Of course, I may just not have played the right games (I would be happy to receive a few recommendations.) Also, I meant to draw attention specifically to the melodic aspect of the music. There seems today to be this idea floating around that if the music is too good or has too strong of a melody, it will distract and overwhelm the player. I personally find this to be absolutely ridiculous. I have never experienced this, and in fact, if a game has strong melodies and is up in the mix, I tend to be more likely to become deeply invested in the game, and I know I'm not the only one. I've had discussions similar to this one constantly with many different gamers over the past year or two, and every single person has said the same thing. The only reason I think this argument still flies is that no one has tried to prove it wrong. Also, I have really mixed feelings about the whole interactive music thing. From a technical perspective, it's really a pretty neat idea. In practical application though, I'm not so sure about it. In the games that I've played that employ interactive soundtracks, I've not really found it to be that more effective than more or less constant tracks. At most, I get a kind of "Oh, the music changed, that's novel." It's always way too transparent to garner the subtle emotional yield of music timed to a fixed sequence like a film. I understand the difficulties associated with creating dynamic, interactive music - but if doing that prevents the music from being as potent, I don't think it's an equitable trade. I would much rather have awesome music that sets the general mood of an area than the same goddamn horn rips and taiko drums every time a guy pops out.
  6. I'm really glad that attention is being brought to this. Having grown up on classic melodically based soundtracks like in the Final Fantasy series or Mario or Zelda, it pains me to have to hear countless uninspired, or in many cases nearly nonexistent, soundtracks in modern games. Hopefully with the rise of artistically oriented indie games, we'll see more characteristic music.
  7. Thanks :) Unfortunately, I don't currently have access to a video of the level, but the alpha release is in just over a week, so I could definitely have one then.
  8. I just finished up the music for a game that's in production by a small development 'studio' at my University (CSU Chico) titled "High Noon", which is a full conversion UT3 mod. It's just your basic shooter, but with a really interesting steampunk-western cartoony aesthetic to it. This is the music for the finale of the showdown with the dastardly Boz Novak (concept art if you're interested). It's completely over the top and tongue-in-cheek, which made it quite a lot of fun to do. http://hontosmusic.net/music/highnoon/12%20Novak%20Battle%20-%20Final%20Stage.mp3