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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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Dominion - Praying for the grace of Kickstarter

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Having spent the last couple of years "out" of the games industry doing iOS contracting - trying to get into a position where I can have a crack at my own products... during this time I've been watching Kickstarter - trying to figure out how to wangle an account to allow funds to be drawn from the US based site (which they would allow, but required a US bank account, which requires US citizenship, which is fair enough)... and sighing... then the UK version was announced! biggrin.png

I was hot on it - trying to get my project to a point where I'd dare show it to the public... checking I can do the core of what I want in a prototype... I was days away from clicking "Submit" on the pitch to Kickstarter ready for the 31st October UK launch... and then I came across Star Citizen on Kickstarter... and it all fell apart.

How could I compete with that?

After a day of moping about - I concluded - I couldn't. But nuts to it! I had spent too long bringing something I've been planning for decades to a point where I felt it good enough to show anyone. So, now I had to change my game (literally...). So I did, i spent another couple of weeks rethinking, redrafting... we were ready. I was bricking it.

I'd missed the UK Kickstarter launch - and the free surge of exposure that no doubt came with it on that day - but there you go. On the day I went to press "Submit" on Kickstarter pitch No. 2 - one of my co-conspirators sent me a link to Elite : Dangerous. Well. I think "bomb" sits pretty well.

It took my wife to pick up the pieces of what was left of my mind. To her testament (and my gratitude!) she did a stirling job. Granted, there may still be fractures in their still rolleyes.gif but on the whole it's back on track. So - again - a game-changer. We had to rethink, and try and make our differences our strength against the "competition"... we were about to go up against two huge names in the industry, all competing for the same pool of money and generosity - all promising to do the same thing (more or less).

I think we've got it... I hope we've got it. We're indie - so we can afford to stick our neck out (my neck!) and take a daring risk. If we can convince dev's that we're not out to take the p*ss and our Crowd-Development idea is aspirational and ambitious and crazy but ultimately can work - then I don't think for one minute our pitch is over-committed. I've gone to great lengths to ensure the budget sits, the scope is flexible, and that the MVP will be sufficient enough to deliver the core promises we've made.

What can fail?

Exposure. You can have the best product in the world, set up a stand and sell them for a dime - but if no-one knows about the stand, the product or the price, chances are you won't sell a single one.

We need people to come and see our pitch - anyone who's interested in space combat games, anyone who looked at the Star-Citizen pitch, or the Elite pitch, you may know someone - you may be that someone... please take a look - and see what you think.


Who knows, you may like what you see - you may even pledge! But if you think it's worth a look - please pass it on to anyone else you may know who likes the genre!

(If you do, thanks in advance!)

PS. More on Dominion can be found here ; http://www.maksw.com/dominion/

PPS. I'll try and arrange some piccies just for GameDev - I didn't want to repost the same stuff from the pitch or the site!

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There's a lot of potential for something cool there! But I believe that people will believe more and be more willing to put their money on you on kickstarter if they can see stuff right in there face.
Some things I would add, trying to improve overall chances of getting financed: concept art, models, adding more action to the main video since most people won't see the updates. Hope you learn a lot from this first kickstarter campaign and that this overall experience is positive! Keep going!

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Cheers Arthur - yes, Content Is King - and the first bite is with the eye! Sadly, all that requires time/effort and dosh... vicious circle!

I've bought some assets from TurboSquid to get something a bit more appealing in - but trying to sell a prototype is hard as any studio will testify. I'm going to keep slogging at it - put some of the core logic ideas in to get something running throughout the campaign - and cross pairs of everything!

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