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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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What's Happening with my Team?

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I've had over 2000 views on my developers journal now, so I figure I should clear the air on what's actually happening with my team and why it might look to some people like we're all over the place. About a week ago there was a post regarding a new contract we had. I took that down. Reasons are confidential, but I can say that the project deal went bad within 4 days, due to a conflict of interests (so to speak). The team was really excited, but we have better things to do than to get burned after working ourselves to death on a "side project." So the big game we're working on right now, the one we have been working on for a few months now (concept/pre production phases) is the Undead Castle. See more about the project on our main page at blmdev.com.

A brief history before I continue: Broken Limits Media (BLM) started out as Broken Limits back in August '11. We went through a number of members and one failed project attempt and eventually finished Cubicle Chimera (cubiclechimera.com) ((Beta)). We decided to rap it up as a beta because it was a project to get our feet wet and familiarize ourselves with development, as a team. It worked for what it was intended for, so don't be too harsh when you play the rusty beta. We know it could be better. After that, I wrote a few concepts for the team to pick from and everyone leaned towards the Undead Castle. All the while, from about March 2012, I was communicating with the potential client. That fell through though.

Now we're working on the Undead Castle and we're concepting another game to make back some of the expenses incurred on the short-lived, bad contract deal. Those who have been on the team for the majority of BLM's life, the core team will develop a small mobile game project. It is my personal interest to develop a game relative to the Undead Castle as a setup for the bigger version of the game. Maybe the Undead Castle 2D or similar. On the other hand, I've created a few other concepts relative to popular casual games. Not the artists way, but again we're trying to make back some of our money and boost our funds for the bigger game.

Hopefully, if you're viewing this you're interested in what we're doing and how far we've come as a team. If you are, please leave me a comment. I would really appreciate the feedback and the declaration that someone is actually interested. I know my passion for development will go somewhere, but the reassurance is encouraging. Thanks!

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Here, have some reassurance. 


It's not easy to get a team together and make it work. But you guys seem to be doing just that. Congrats!


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Thanks! Yea it has been a long time since we started and we've gone through a lot, but I'm glad to still have the core team in order. We're international as well, so the time thing gets in the way a bit. But it's working out!


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