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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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Lawyers are fun

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Just back from a meeting with the lawyers.

Actually it went very well, but I've done a lot of preparation in terms of the contracts for dealing with my team, how the business will operate (especially with regards to the profit share scheme which complicates book-keeping) and how we intend to leverage what we produce in order to make money.

The lawyers themselves also recommended EM media to me, and have done a lot of work with them in the past which should grease some wheels as far as an application for a grant from them is concerned. Good news!

So the plan now is to wait for a quote for drawing up the relevant contracts and take that along to EM Media as proof of what the company's all about (as soon as the registration comes back), and as an example of what we'd like assistance with.

Briefly, the contracts we need (to operate the company as described in my help wanted thread) are:

1) Asset submission agreement / royalty agreement

2) Consultancy agreement / freelance development agreement / profit share specification.

3) NDA (included in the above agreements to some extent.

4) Per-product and per-studio License agreements for the library.

5) Customer EULA for the retail assets prohibiting resale, but allowing inclusion in any form of game product, and preserving company ownership of the IP.

6) EULA for the tools suite.


7) EULA for Bloodspear / any other game we produce. This is a 'do it later' thing - the preceding documents are more important at present, especially considering the limited capital I have available.

Clauses that are important, other than the obvious what work for what pay are things like the protection of the right to be identified as the author of work, non-solicitation (don't poach our customers), non-competition (don't compete with us) with a cut off time.

Also, a fun fact - even for freelance consultancy it is a UK requirement that some provisio be made for holiday pay IN ADDITION to the set salary (I wish I knew that last time I did a lot of work for a client in my self-employed role). This boils down to my core team members effectively getting a statutory rate on top of the salary they would otherwise be paid. (Which is used to determine profit share and therefore falls through to what they actually get before the company can afford the full rate).

All good fun. I hate wearing a suit and doing this sort of thing. Back to coding and trying to recruit an art director. :-)

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temps get holidays?

Wow, I've been severely cheated in almost every day job I've had.

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Yeah - temps DO get holiday - this is usually paid by the agency. If you're working for yourself, it's up to you to pay your own holiday, so you have to bill for services accordingly.

Basically, it's only an issue if you have people working for you.

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