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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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Marketing, Advertising, Psychology, And Game Development

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What? An indie is suppose to know that, let alone do that. Well, in this day and age indie doesn't mean 50% half baked worked but rather independent studio. It was never to refer to level of work, but rather if the studio had a publisher or not. Funny, today most indies believe it is work level and cash flow, but sadly in fact it was not meant for that reference.

Marketing and YOU

I doubt 98% of you can even tell me how to market your video game. Marketing is the key compilation of regional information such as gender, ethics, level of education, trends, styles, likes and dislikes, psychological standpoints. Providing results in a more "addictive" 3 in depth levels of conscious, subconscious, and subconscious addiction developed content for your video game. Marketing isn't about words per say, but how you present the words to your target audience. Most will never go this far, and this is the difference between thousands of sales and millions of sales.

Advertising and YOU

This is where you choose your words to sell. Also you might want to choose how to represent your game to your audience through visuals like videos and images. Advertising will allow you to choose a budget, and how far you can get with that budget. You want to draw the crowd, but be specific. You would rather have a tight niche elite set of gamers spread your game via word of mouth than everybody just generally talking about your game with little to no sales. The tight niche elite gamers will stop at nothing to hype your game, will be your best asset and investment in the long run.

Psychology For Your Games

I really should omit this article. It's not like 98% of you would even use this, let alone understand it. This is the big league that separates the games that get the recycle bin from the games that keep getting bought ages past. Psychology for your target audience. Every choice, visual art, event, dialogue, emotional thought, and sound must be designed specifically to addict your target audience. Lacking in visual, sound, or mechanics layering addiction will result in people saying your game "feels lacking" "empty". Really, come on cynics and prove me wrong here. Take a look at all the blockbuster games of old and new. Compare the psychological levels of the games. The ones that are mega hits for ages are psychologically layered for addiction. The ones that aren't get trash bin status. Layers should go as deep as 3 for each. Layer 1 should be any conscious area of addiction. Layer 2 should be subconscious area of addiction. Layer 3 should be your attempt to create a new subconscious layer of thoughts and addictions you want the player to experience and accept as truth. Layers for visuals should include your demographic target PR data. Layers for sound and mechanics should equally include your target pr data. You should go one step further by subconsciously creating a deep psychological layer of introduction to the game allowing players of all aspects to be introduced to the game, and being able to connect. Konami did this well with the metal gear series. I need to give them kudos for what they did. If you don't get it, this will mean BOX SALE DIVE BOMB.

We will continue to add to the selected topic elements in another article. Please look forward to part 2 for game development and a example of how to implement these features into your game. If you simply don't understand or don't care please ignore this article. Questions asked will be answered, if deemed answerable and proper, in a timely manner. Contribution is appreciated. Thank you for reading.

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Lolz, I like how "immature" and "ignorant" you are. Obviously you don't own or operate a successful business. You looking for magic "cookies"? I can get you a long list once you stop pmsing on my journals. Go bleed somewhere else until your calm enough to comprehend. If you want me to spoon feed you, I'll gladly take donations via paypal. Other than that, Google it, and then come back after your off pms and ask "questions" that don't make you look like a complete retard that can't read.

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