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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. [quote name='Chris941' timestamp='1340878688' post='4953605'] Thanks to everyone for the info! I contacted Autodesk last week but never got a reply, don't know what that's about.... If I have time I'll download cinema4d but I'll check out Blender first! What program has the least steep learning curve? Or all they all like that? [/quote] Let me try to explain it to you from my experience. First thing, there are many aspects to working in CG. You have modeling, animating and rendering to begin with, but each of those have sub-disciplines, if you will. Modeling can involve "box modeling" (Wings, Aniim8or, blender), "sculpting" (Sculptris, Curvy3D, zBrush, blender etc.) and also such techniques as NURBs and CSG, which aren't used as much in games/pre-viz. Animating can involve posing of rigged figures (which is a discipline in itself), motion capture, physical simulations (hard body, soft body, cloth, fluids, etc.). Rendering includes working with materials (as does modeling and animating), as well as lighting, and compositing. Of course it's also good to have some familiarity with paint tools, and video editors, as you will be using both eventually. Without getting into specifics of UIs and workflows, consider one simple rule regarding a program's learning curve. The more it does, the harder it will be to learn all of it. Sculptris and Curvy are the easiest of the sculpting programs to learn, while Wings3D and Anim8or are probably among the easiest modelers to learn. There is a learning curve for each program, and there is a learning curve for CG in general. You may prefer having a powerful and versatile tool like blender that can do most all of the things I have mentioned, or you may feel intimated by the features you aren't familiar with or confused by having too many tools without an understanding of what they are for. What you learn in one program may work differently in another, but the more you understand how CG works the easier it will be to learn other programs. I use Wings for modeling (I've thought about using Hexagon or SIlo but neither are supported to my liking). I use Poser for rendering, because I have it and am used to it. I picked up Daz Studio Pro for free, so I'd have a way to export figures to iClone. I can model in Wings, rig in Poser, and export via Daz, at least in theory. That same workflow should also work for Unity. In your case I'd substitute blender or Daz Studio for Poser, if spending the least money is important. I think I'm one of those people who wished they liked blender but I just can't get comfortable in it whenever I try using it.
  2. [quote name='antiHUMANDesigns' timestamp='1340687986' post='4952903'] There used to be a great little program called "Nendo", which I started with some 10 years ago. Not sure it even exists anymore, but it sure was lovely to work with. It really felt like sculpting, for some reason. [/quote] It was briefly re-released with a few minor updates, but then the developers went silent and haven't been heard from since. Nearly every feature that nendo had, aside from painting, exists in Wings3D, which was developed specidically to fill the void caused by nendo's absence. If you liked nendo, try Wings. It's free.
  3. It's a fun little device and the 3D is generally effective and improves the experience immensely when it is. It's an improvement on the DS in most every way, and if you turn the 3D off, the graphics are still better than the DS'. My disappointment is that none of the games I expected to see appear to even be in development. No sandbox games... Didn't expect a GTA, but thought maybe there'd be a Saints Row, or even one of those Gameloft titles that they put out on iPod. Even the DS had Cop:The Recruit... I thought it would be a great platform for DreamCast era games, too. Crazy Taxi would be a great fit, as would Sega Rally, Jet Set Radio etc. I knew getting remixed versions of the Panzer Dragoon games was unlikely, but I really thought we'd be seeing many more games rehashed from that era. But I do love the hardware.
  4. [quote name='Promit' timestamp='1340402445' post='4951847'] Have they taken out the migraines yet? [/quote] Only had those with Resident Evil: Revelations myself. Didn't seem so much like a migraine as neck tension from trying to hold the screen steady, but no idea why that title bothered me more than others.