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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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Journey

Need tips on showing my portfolio and resume to potential employers

2 posts in this topic

I'm looking for a job as a remote programmer doing Flash games. I live in South America so my aim is to find a job that can pay either in dollars, euros or GBPs. I was told that I needed to show a finished game as part of my portfolio at the bare minimum, so I went ahead and made the best two Flash demos I could think of, an interactive flag physics demo and a fully functional rubik's cube game with a real solver. I have my Flash work now in addition to my previous work done in C++, DirectX and OpenGL. All I need now is a good strategy to show it to potential employers. How should I set up my resume? How should I set up my portfolio page? I have my Flash demos on Newgrounds, so should I just link to those or host separate files on my own portfolio website? How should I present the information visually so that employers get to see the important stuff right away? What should I NOT show? I'd like to know as much as possible in order to approach Flash game companies properly. Bear in mind that my goal is to work remotely from home, since I can't afford to relocate abroad. Below are links to my two Flash demos. This one is my flag physics demo: Venezuelan Flag And this one is my real time Rubik's Cube game: Cubehead I have other work in C++ to show, but since it's a Flash job I'm after, I wanted to get straight to the point. Thank you for your time.
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If I was you I would make a website about you and a portfolio on there with your work, that is just my opinion. Then on your actual resume you can link your site for your demos. Since it is flash you should be able to embed them into a web page to try out themselves unless it is just a demo of it and not a playable demo. Here is a question, have you ever thought about making a website establishing a company and doing something all yourself? Just a thought.
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Well I've certainly thought about it. But the problem is I need a job to sustain myself, and I want to get real world experience first working for a top developer (eventually), using Flash as a stepping stone for getting into a traditional game company that works in C++ for consoles/PC. That has been my dream for ages. So starting out doing Flash seems like a good idea to get my feet wet and not have to work eternally doing boring (IMO) web stuff so I can save enough to start my own company.

By any chance, do you ask that because you get the impression that I'm well prepared for such a step? That would be a great compliment.
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