• Announcements

    • khawk

      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.

Archived

This topic is now archived and is closed to further replies.

Kent Bengtsson

Company Start

5 posts in this topic

There are many ways companies start. Some have money from other sources. Some are started by people working voluntarily in their spare time until they have something to market. Some support themselves with contract work. Some are started by people who still live with their parents so they can do whatever they want. Some are able to get business loans or attract investors. There are probably a lot of other ways too, you'll just have to figure out what will work best for you, and like in any business, there is probably going to be a great deal of risk involved.
0

Share this post


Link to post
Share on other sites
Cool. Another reason to lobby for a business-related forum... =)

To actually address the question posted:
Starting a game development company isn't stunningly different from starting any other business.

There are a lot of books about starting small businesses, and there are even some articles scattered around the web about starting game companies.

There's a lot to be said for starting a business from nothing. You won't be buying a lot at first, but you'll be very aware of how the money flows in and out. You'll get to build from the ground up, and you'll be amazed at how you manage to keep going even when you're about broke...

------------------
DavidRM
Samu Games

0

Share this post


Link to post
Share on other sites
I think this is a great topic - I have a question for the original poster though...

Were you looking for the "business" side creation or the "standard product developement" side? Are you looking for information about business licensing (Yes, you might be required to have a license) or taxation or the process by which you capture a publisher (or maybe they capture you) and get them to front the bucks for development?

Rob

0

Share this post


Link to post
Share on other sites
TNX for ur replys.

Rep to Rob(and all other how whants this discussion to keep on)

I have already alot of exp. and knowlege of how a company is manage etc. this becuse my parents have their own company. So what i was thinking of was the aspect of how to capture a publisher and the manegment around it, for even if i have an idee of a designe of a game and all around it (alot of games actully ) there is still some problems sorunding it for ex. I dont have the exp. or the knowlege to produce a game on my own so I have to hire that knowlege and exp. futher I need some money to pull it of and for that there must be an public intrest or els i event cant get my parents to invest money in it .

Maby this gives u a clue on witch way i want to take this discussion.

If there is anything at all I can help with to get a forum in this topic please say so.

Im greatful to all staments in this discussion and i belive there is alot of people here on Gamedev that share this questions and have the same dreams as me.

Regards

Kent Bengtsson

0

Share this post


Link to post
Share on other sites
I didnt know where to put this message so have patiens if its in the wrong section.

What im wondering about is how exactly do all programming companys start, i mean all of them cant have the money it takes to develope a game including Hardware, Software and Salery.

Why i ask this is becuse i hope to start a Company some day but i cant ask someone to work for me for nothing and no one will give me Hardware etc. just for the fun of it.

TNX for ur time

0

Share this post


Link to post
Share on other sites
Well why hire people when you can get them for free . I have just started to develope a game (I have had the idea of this game for like 7 years but haven't had the time, and not the resources for it), and now we are a team of 2 programmers, 1 2D artist, 1 3D artist, 1 musician and 1 Sound FX / 2D art / designer and we all work for free on our spare time. If (and I say IF) we have the luck to have this game published we will share the money but if we don't noone get's sad. Cause we all know that if we can manage to pull up with this (IMHO) great game we will all have some reference when we try to publish a new game (or seek a job as game developers).

So, You don't have to invest money in your first game just search for hungry, willing (and well... talented) people that want to invest there spare time at the game project, and who knows....maybe you're game is gonna be the #1 of 2001.

regards
Errand aka Daniel

------------------

0

Share this post


Link to post
Share on other sites