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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.

Lon F

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  1. Ha ha I cant believe my original interview soooooooo long ago is still on here. http://www.gamedev.net/page/share.php/_/business/interviews/chiselbrain-software-r1787
  2. Finally released Pencil Whipped "Escape From Big Ass Castle" for the iPhone, IPad, iPod. https://itunes.apple.com/us/app/pencil-whipped-escape-from/id574654315?mt=8 I created the FPS Pencil Whipped back in 2002 and was in the 2002 IFG with it. This is a 2D game based on the same characters and universe, but a completely different game. Lonnie Flickinger
  3. A thought just occurred to me and I was wondering if anyone can help me out. As I mentioned before, after many years, I’m picking up development of my project again but I don't have Vista and I was wondering if anyone with it could test to see if the game will even run on it. Here's the link to an old version of t he game. A quick test will suffice. Download Thanks! Lon [Edited by - Lon F on May 15, 2007 10:16:24 AM]
  4. The endless tweaking curse: getting caught up in continuously testing your game levels over and over and changing this and changing that, ultimately stopping development all together. You end up second guessing yourself and even changing things that don't need to be changed. You change things simply because you yourself have become bored with experiencing it too many times or you have gotten so used to testing the levels, they become easy and you make them harder. What you end up with is features you don't need and levels that are too hard for the beginner and a game that never gets finished because you have imposed yourself with too much to do. I created a 3 level freeware game called Pencil Whipped back in 2002. The premise to this game was simply to progress through the levels enjoying the humor and situations. The world was black and white simulating a world that had been drawn with a pencil. Seemed simple enough. Originally the characters were flat drawn sprites that lent well to the drawn concept of a 2D/3D world. They animated like a flip book where you have two drawn pictures one on each sheet of paper where you flip the first page back and forth and simple animation would ensued. Here’s where I started to add features that really didn't need to be added. Pencil Whipped had been voted to be in the 2002 IGF. I thought to myself: “this game is too easy and looks too simple! I'll change some things before I go to the IGF with it”. I decided to make animated 3D models of the characters instead of sprites. Big mistake. It took forever to model characters that animated with bones, but looked like a 2D sprite. The enemies still performed the same A.I., sounded the same and died just as fast. Was it worth it to waste an entire week to model, skin, rig and animate just one character so he would look a bit cooler during his 5 second existence? And this was just one character, I had about 10 to do that way. What happened was I got burned out and stopped development all together. I’ve recently put it all back on the PC again. Maybe its too little too late, but I’m going to finish the game. I’m going back to the original sprites, adjusting the animations and timing issues to be compatible with faster computers and easing up on the difficulty. I can concentrate on creating more levels and not get wrapped around the axel with features that don’t really need to be added to the game. EDIT: I guess my question is have any of you had similar situations as this? Do you think keeping things simple and to the point for your future customers is more important than continually satisfying yourself with your creation? Where is the fine line and when do you know you've fallen into that trap? Lon [Edited by - Lon F on May 8, 2007 10:56:54 AM]