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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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The Ulpo Team

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Walter Veneros

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The Ulpo Media group, with which we are working now on Latte Deconstruction, was formed from the motivation of creators and the small fame that led us to our first game called Mr. Coffee Deconstruction.

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We started from two people plus the musician, and then we became a team of 10 people from different disciplines and with different points of view. It's interesting to see how things have evolved and as a small team have gone a quite large team.

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Instead of tell you about who we are, I'm going to tell you how it was that we came together and formed this team. Also, I'm going to give you some advices from my point of view to form a good working group.

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Talk... Just talk

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It may sounds weird, but first you must talk with everyone who are going to be your mates and possible candidates. If you can't talk, look for someone who can make it for you, or maybe you can do it by the social networks. You must talk, show what you want to do like something bigger than a dream, you can talk about it like a goal, a place do you want to arrive. The last people that were added to our team decided to join us because I talked to them about our project. We didn't talk about the money, because money isn't important at this stage, just the experience matters.

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Do something before making a team, even a small thing

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We made hundreds of prototypes and a few games left in forgotten folders, until we did the first videogame to be released to the public. The result: thousands of downloads (the game is free), and they were not just players...There are people seeing that something is finished and if this has had some success, hey will come to you to help you in your next project. This is also a letter presentation for any candidate you're looking for, so you can show that you are able, even while you are building a prototype with squares. The thing is to do something to show what you can become.

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Your friends, your [font=Verdana]

colleagues

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In our case, most of us are friends, although it was not always this way. When we started finding people, some of the team members were just acquaintances or motivated people to work with us, but with time, talks and chemistry, we become friends. Friends are good source for finding candidates, they are people that you know, and you know which are their skills and weaknesses, you know how they can help you.

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Believe in yourself and your project

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This is the most important thing. If you don't believe in your project, you will be practically doomed to failure. You must believe with all your might that the project will move forward despite everything, because you are the most responsible for not be forgotten.

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In the next post I will talk about the conception of the idea of Latte

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??Deconstruction

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. I'm going to leave you a preview of the evolution of the main character.

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Greetings, remember to follow us and share our post.

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