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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 in a name?

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We have finally completed the work needed to correct the naming/branding issue I mentioned in my last post. It took a lot more time and effort than I had originally hoped, but in the end I'm extremely happy with the change. I previously mentioned that we had selected a new name, and I thought we had, but after thinking about it over a longer period of time I wasn't completely satisfied. This put us into brainstorming mode, and after roughly 50 cumulative hours between a few people strictly going over name ideas, we found something that I was extremely happy with.


So why that name? and how did we come up with it?

Initially we started looking at words used throughout the game lore, and then looking at combinations of words, and we came up with a list of a few hundred ideas. Nothing really stood out as something that we wanted to use, so I decided to go back to the drawing board and try to put something together like we did with Creoterra using latin or ancient greek.

Eventually I managed to put together Empyrios, which I found by sheer coincidence is an actual latin word, a plural meaning fiery, burning, etc. I took "Empyr", basically a license plate type spelling of "Empire", and added the name of the Aduro god of fire "Pyrios", which in latin translates to a singular case of fiery/burning. So the meaning I took out of it was something along the lines of "empire burning", which fit the lore absolutely perfectly.

I also wanted to add the subtitle "Prophecy of Flame" to give it a bit more meaning, and again tying in with both the name Empyrios as well as the lore and campaign story.

Once that was settled and we had the basic idea drafted we spent another 20-30 hours on creating the logo and branding. This consisted of rebuilding the font and texturing (similar to our original), deciding on how to style the subtitle, and then cleaning up the actual logo image above the title. Of course once that was done there happened to be a million places that it needed updating, on www.creoterra.com, our blog posts, screenshots, my original post here at GDNet, etc.

The overall cost of this mistake was roughly 80 person hours. Obviously I'm not exactly thrilled about burning that amount of time, but it was something that needed to be done, and in the end we have a non-generic name that ties much more into the actual game story and lore itself than our previous idea. I can't say that I'm happy with the process, but I'm extremely happy with the end result.

If you haven't yet, check us out: Empyrios Announced!

Creoterra | Facebook | Twitter | Google+

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Having a unique name will be worth the time put in. If your game is easier to find than the barrier to entry is lower and allows more people to purchase it. :)


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