• Announcements

    • khawk

      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.

Pepius

Members
  • Content count

    9
  • Joined

  • Last visited

Community Reputation

210 Neutral

About Pepius

  • Rank
    Newbie
  1. Wow, that's spot on, very useful advice! Will definitely improve it based on your comments, thanks!
  2. Gotcha, thanks for the advice frob.
  3. This actually saddens me, because I couldn't even make clear what my project was about on my portfolio. Any tips on that?   About the readme.txt files you mean along the demos? Or in in the source code repository? On both maybe?   Thanks for your time.
  4. Hello frob, thanks for your reply.   I think there's a misunderstanding here. The project that I'm showing is the engine itself, the C++ code. All files with the "Ax_" extension (AK for Alegria Kernel, AC for Alegria Component, etc) are mine, as you can see on the license header on each .hpp file. (Alegria.cpp & Alegria.hpp are mine too, of course). It has been 3 years of work on my part!   I did use external libraries, of course, here's the list: Box2D for physics simulation. Python for scripting. Soil for image loading. TinyXML for XML parsing. The Python code is just examples of use of the API I expose to the actual user of my engine.   I don't know if you are aware of this, maybe it's me who misunderstood you!   Thanks for your reply!   EDIT: I also made the editor you see in the video and in the images (http://www.jgcamarasa.com/wp-content/uploads/2013/10/editor1.jpg). It's all part of the same project (as the editor is designed for the engine and it's seamlessly connected to it) but I thought it would be better to show it in a different page of my portfolio, which I will in the next days. You can find its source code here: http://code.google.com/p/alegria-editor/ .
  5. Hello,   I've finally decided to make my own web and use it as portfolio so I can show my work to potential employers. It would be nice if I could get some feedback on the way I'm showing my work, so I won't give a bad impression. The site is still under construction, but I want to get some advice from you guys before I go on so I can correct my mistakes or improve things:   http://www.jgcamarasa.com/?page_id=8   Things I'm worried about: Is it getting too long? This specific project is pretty big and I still have some more parts to write about. Am I using the proper format? Is it okay to link to the source code the way I'm doing it or is it better to embed smaller parts on the page? Is the video demo actually helping? Is it a good practice? I'm not a native english speaker. Am I expressing myself correctly? (I'm aware there are some gramatical errors which I'll definitely clear up before going live.). Do my points get across or it just reads like a lot of gibberish? Thank you so much for your time.   P.S: This is an unrelated question, but don't want to flood the board with topics. I'm going to apply to a job and I must provide an introduction letter and a covering letter and I can't figure the difference between the two. Any ideas? If it's wrong to ask the question here I'll edit the post and create a separate thread, thanks.
  6. Buster2000: Thank you for your comment, that's an interesting piece of advice. I've always leaned toward Tools Programmer so I'll check into that.   Tom: Thanks for the response, your articles are very informative. Seems like not being local is quite problematic. I'll be looking for jobs around europe so I'll be sure to tell the person I contact with that travelling to make an in-place interview it's a possibility, I hope that helps a bit. Will make sure to extend my portfolio while I search, too. Thanks for the insight.
  7. Hello,   I've just spent a while reading the FAQ's proposed on the sticky post and I must say it's been a really good read. However, I'm posting this because I need some advice on my specific situation.   I'm Pepe Camarasa, a Computer Science student from Spain. I've finished all the courses and only my final project remains before I finish the 5-year degree. Currently I'm working on it at my university in a research group (http://www.ai2.upv.es/en/index.php) as intern on a project about food quality control in C++/Qt/OpenCV and my contract ends at the end of november, which means a couple of months later I'll be ready to pursue my gamedev career.   While it has been offered to me the chance to stay there and work towards a PhD, game development is where my passion lies, so I've already contacted my superior and explained to him that I won't continue with my work there. Having taken this decision, now I can't but wonder what should be my next step.   Sending CV's is probably the most obvious. However, having read a lot of stories, advices and tips about breaking into the industry,it seems like my chances are fairly low. One of the most common things I've heard around the internet is that finished projects help a lot, so while studying, I decided to work on a couple of gamedev-related projects on my own during 3+ years. The results? A C++ 2D engine+editor (https://code.google.com/p/alegria-engine/) and an Android game (https://play.google.com/store/apps/details?id=seq.game).   With the savings I earned by working here at the university I can spend some months focusing almost exclusively on getting a job. So my specific question is: Given my background, what would be the best thing to do during that time in order to land a job?   Should I complete more projects before sending CV's (gamejams, learning existing engines...)? Or should I send them right away? Any tips regarding interviews? Am I lacking any obvious knowledge (C# maybe)? Should I specialize on a specific area? Any tips on getting to know people from the industry?   I know it's a vague question, but as my first contact with the industry I'm a bit overwhelmed. I've worked hard and I plan to do the same until I get a job, but some guidelines would be extremely appreciated, so thank you very much for taking the time of reading this!
  8. Oh, thanks for the welcome. I'm sure it'll be great to be there. I'm going to go around the forums a bit.
  9. Hi, I'm Pepius, from Spain. I'm 14 years old, but I know what's the correct behaviour I have to follow(Search for answers in Google or in the forum before asking anything, and other things...). I use Python & Pygame for game programming because they are easy to learn. Currently I'm trying to do all the games mentioned in "How Do I Make Games?" article. I've already done Tetris and Breakout clones, now I'm tryng to do the Pac-Man one. Well, I think that's all, that post has been my presentation. I hope we'll talk soon, Pepius