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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.

LetsKillDave

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  1. I'll try to keep this short and relatively unspammy... The NVIDIA GTC has been expanded this year to include special tracks for both mobile and game development   A sample of cutting edge development sessions includes:   • OpenGL 4 and Beyond for Game Developers   • Porting Source to Linux: Valve’s Lessons Learned   • Bringing PC and Console Games to Mobile   • Post Mortem: GPU Accelerated Effects in Borderlands 2 Check out the entire line-up of game development sessions by clicking here.   We understand that the GTC is just before GDC, but keep in mind that the GTC is a great opportunity to meet the same engineers as at GDC without competing against thousands of others for their attention.  In addition, we've tried to keep most of the GTC tracks uniquely different from the GDC tracks, so you won't get a sense of deja vu at GDC    We would love to see you there, so register today to attend! As an added bonus, use code GM10ND for an additional 10% off the published price.
  2. Just a quick note to let folks know that NVIDIA's John McDonald just posted a nice article on alpha blending called "Alpha Blending: To Pre or Not To Pre". This blog post includes a nice WebGL demo demonstrating the concepts as well.
  3. Quote:Original post by MJP Quote:Original post by brekehan What's wrong with C++ and Directx 10? Why not use what the commercial industry is using? Perhaps the fact that maybe 0.01% of casual gamers will have the prerequisite hardware and OS? Matt's right, you have to be careful about the "casual gamer" market. Many don't have DX10 capabilities. Even worse, a non-trivial percentage still have dialup modems (gasp!). Successful casual games are defined by their intriguing and catchy/repeatable gameplay, not by how much new shader-based tech is stuffed in them. My suggestion is joining the various casual game groups and associations and learning what works. We rise to the top fastest when we stand on the shoulders of those before us, not on the toes of those before us :-)
  4. If you're targeting the Xbox 360, it's pretty much your only path. If you want broad PC distribution, it's not your best choice. Distributing an XNA game on Windows means you have to make sure that .NET and the XNA runtimes are also present. Then you have a distribution challenge. To my personal knowledge, I don't know of any publisher that supports XNA through their channels, so you won't have a built-in channel like you'd have with the Xbox community games. Regarding shader versions -- that's a decision you have to make. Most commercial writers have separately-targeted shader libraries, depending on what is supported (graceful downscaling).
  5. Quote:Original post by smitty1276 Wrappers are nice, but they're no good for use on the XB360. You should bring this up with Microsoft on their XNA site. Be clear about saying why you need something like PhysX and how it can benefit the community.
  6. OpenGL

    Quote:Original post by ET3D Congrats on the new job, Dave. Hopefully you'll be able to restore NVIDIA's developer site to its past glory (years ago it was the first site I turned to on many D3D dev issues). I will restore it, I promise (cuz if I don't, it will be a short career for Dave :-) Quote: What I'm really waiting for is Dave as a DirectX MVP. :) No, I'd turn it down. I've shilled enough for Microsoft already, let other people have their turn :-)
  7. OpenGL

    Quote:Original post by Machaira Quote:Original post by LetsKillDave Quote:Original post by legalize Congratulations, Dave, nice to see you here! Now we just need to find someone who will let us fire semi-automatic weapons at the next MVP Summit :-) Hey, you're not supposed to let on to the fact that I own a large assortment of toys that President Obama wants to ban :-) He didn't say that you owned them. You just told on yourself! Well, it's not a very well-kept secret that I'm also a certified firearms instructor, so having plinkertoys shouldn't be too surprising :)
  8. OpenGL

    Quote:Original post by legalize Congratulations, Dave, nice to see you here! Now we just need to find someone who will let us fire semi-automatic weapons at the next MVP Summit :-) Hey, you're not supposed to let on to the fact that I own a large assortment of toys that President Obama wants to ban :-)
  9. OpenGL

    Quote:Original post by Namethatnobodyelsetook I believe announcing your existence on GameDev already puts you ahead of most of their previous developer relations staff. Ba-zing! Wow...ok, ok. Just keep in mind that NVIDIA dev rel team is VERY small but has a VERY large surface to cover (much larger than Microsoft's old DX del rel team). I can't even guarantee that I'll be hanging out a lot on here (I have my own forums to get fixed up at developer.nvidia.com, which are pretty FUBAR'ed at the moment :( ). However, I love hanging with this happy group (ok, sometimes a grouchy group :-) and I'll do everything I can to help. If there's ever a need to escalate to me regarding NVIDIA dev tools, I can always be reached via direct twitter message at letskilldave or dweller at nvidia dot com.
  10. Rather than wait for the press to broadcast this announcement (ok, to be honest, the press doesn't care :) ), I'll talk about it myself: I joined NVIDIA this week as their Developer Programs Manager. My initial focus will be to address the myriad, um, challenges with developer.nvidia.com, but over time will expand to additional programs and events. I've taken a break from GDNET for several months, mostly while I took care of family issues. It was a needed break, but I'm totally stoked to be back in the game again, and look forward to hanging with old and new peeps (because I'll be hanging with new peeps on the OpenGL/OpenCL side as well as DX). For now, I need to get back to my new grind, but I'll be around. And, of course, you can always find me via my blog and twitterfeed! DGW P.S. I want to give a special thanks to my (former) DirectX MVPs, who were left in a bit of a vacuum when I departed Microsoft. Many of them sent me emails of encouragement and support as I went through some challenging family matters over the last 6 months, and I'm grateful for their words.
  11. Let me help you here: Unless you are a top-notch game STUDIO, and have the financial backing of a great publisher (or have a top-notch game demo that you want to shop directly with MS Game Studios), you have no chance. Not even a "long shot" chance. Don't even ask. Srsly. If you're an indie, your only shot is with XNA. End of story. I'm not trying to be cruel, it's just that Microsoft is highly disinclined to offer dev kits to non studios now. I'm going to also guess you don't have the $10,000 _per kit_ to buy them. Microsoft used to have a developer program for all that, but it was quickly tossed in the trash once XNA came out.
  12. Just wanted to pass along that I have resigned from Microsoft for family issues. I've blogged about it in more detail here:http://letskilldave.com/blog/leaving-microsoft/. One side-benefit is, as I get my house packed and more settled, I will be able to participate in a moderation role on these forums too, so look for me to hang around here more often in the near future!! Now, if you'll excuse me, I have a house to pack up...
  13. I definitely think that SlimDX belongs in this forum, because I'm guessing that sno-cones will be a dime a dozen in Hades before you see a managed API for DirectX from Microsoft again :)
  14. Quote:Original post by ApochPiQ Contest info was due for release "the week of February 5th." Sounds like this whole thing will be a very realistic game development experience - we've already slipped a deadline! Doh! [slap forehead] I assure you, this issue has not gone unnoticed within the hallowed halls of Microsoft. Y'know...I just realized...these halls here don't look really "hallowed", so to speak. I mean, the lighting is decent, and it's carpeted. But "hallowed"? Is it possible to have "unhallowed halls"? Perhaps they're just normal halls, running a Direct3D10 "hallowed" shader effect?
  15. Quote:Original post by Moe That, and I never knew that Dave Weller was a GameDev.net member! Double sweet! oh yah. I've been a member since...I think 1876 :-)