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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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GameDesignDan

A quick topic to say thanks...

19 posts in this topic

I congratulate you sincerely. Well done mate!

So you must be the guy on the right of the screen:

[url="http://www.youtube.com/watch?v=3TjbL5jrpQA"]BAFTA Interview[/url]
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congrats - hope this is just the first of many honors in your career!
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That's awesome, congrats! Are you sharing your project somewhere so we can see it?
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[font=arial, verdana, tahoma, sans-serif][size=2][quote name='Liguria' timestamp='1294879778' post='4758086']
I congratulate you sincerely. Well done mate!

So you must be the guy on the right of the screen:

[url="http://www.youtube.com/watch?v=3TjbL5jrpQA"]BAFTA Interview[/url]
[/quote]

aha yeah, that interview is painful! Sam fell apart a bit but BAFTA thankfully didn't put that on their Youtube channel.

the video of me getting the award is here: [url="http://www.youtube.com/watch?v=0ikQX6Wsi3U"]http://www.youtube.com/watch?v=0ikQX6Wsi3U[/url] about 16 minutes in. Kudos to BAFTA for giving me the opportunity to do this, if there are any people between 11 and 15 reading this, you NEED to enter this years, it's really amazing, even getting short-listed is great.[/size][/font]

I should be at Eurogamer this year so it'll be weird visiting the talks they'll be doing there for it, hopefully I can do a talk or two, get to go into Eurogamer early, then meet some of my favourite developers a bit more personally.

I appreciate everyone's congratulations, thanks a lot!

P.S. part of the prize is to get the design made into a prototype by Abertay university, it's not coded yet, all theory. When the prototype's done however we (my team) keep all the rights to it so we can take it to developers if we want. If no one takes it then I'll probably upload it online for free.
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Well done Dan! [img]http://public.gamedev.net/public/style_emoticons/default/biggrin.gif[/img]

I thought the interview was pretty good actually..
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[quote name='rip-off' timestamp='1294951070' post='4758477']
Congrats. Link to the game, maybe?
[/quote]


all there is are snippets of information on it (admittedly poorly explained and a screenshot: [url="http://www.bafta.org/ygd/enter/2010-bafta-ygd-finalists,1514,BA.html"]http://www.bafta.org...ts,1514,BA.html[/url]

I have a better explanation here that I sent to a gaming friend of mine:

[font="Verdana, Arial, Helvetica, sans-serif"]admittedly it sounds kind of generic (to pull in the under 12 audience). You play as a ludicrously cutesy hamster known simply as "The Chosen One". He accidently pulls the legendary sword out of the legendary stone and is sent to the princess to ask her hand in marriage. The princess is kidnapped before he arrived by the evil Sir Purs Alot, a nefarious cat, hell-bent on creating a time machine (his logic is questioned later when characters start to ask him why he needs a princess to do that). The Chosen One utilizes basic slapstick humour while the sexualised hamster princess constantly questions her appearance as a way of making a dig at how women are represented in games. The game is a puzzle-platformer in which the player can alter the hamsters weight (by storing food in his cheeks) to solve problems. [/font]
[font="Verdana, Arial, Helvetica, sans-serif"]The game is for the DS and a prototype is being made by EA, hope that's an adequete description [img]http://cdn.static.officialnintendomagazine.co.uk/forums/images/smiles/icon_wink.gif[/img][/font]
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Congratulations!

How much time did it take to make the game? How much for the design and how much for the production?
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[quote name='owl' timestamp='1295068415' post='4759162']
Congratulations!

How much time did it take to make the game? How much for the design and how much for the production?
[/quote]

No production as the BAFTA thing is purely design based. We (me the head of production for the project) did take into account the scale of the production as well as budget, the full game could be made in about 6 months with a team of 10 people.

The application form was kinda basic (explain the games plot in 100 words, the gameplay in 100 words etc) but I decided I wanted to get a firmer grasp on how the entire game would pan out so I made a very rough 15 page design doc to get the fundamentals down as well as a few interesting ideas for levels that could get the most out of the games core mechanics.

I'm going up to Dundee in about two weeks to visit Abertay University and meet with some of the students who are going to help develop the prototype so I'm glad me and James (younger guy in the interview) fleshed out the ideas with the design doc so we have a clear vision when we meet with the students (although we are DEFINATELY going to want the students to have a lot of freedom in terms of what they do with the project, get as many influences in there as possible).
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[quote name='GameDesignDan' timestamp='1295119539' post='4759380']
[quote name='owl' timestamp='1295068415' post='4759162']
Congratulations!

How much time did it take to make the game? How much for the design and how much for the production?
[/quote]

No production as the BAFTA thing is purely design based. We (me the head of production for the project) did take into account the scale of the production as well as budget, the full game could be made in about 6 months with a team of 10 people.

The application form was kinda basic (explain the games plot in 100 words, the gameplay in 100 words etc) but I decided I wanted to get a firmer grasp on how the entire game would pan out so I made a very rough 15 page design doc to get the fundamentals down as well as a few interesting ideas for levels that could get the most out of the games core mechanics.

I'm going up to Dundee in about two weeks to visit Abertay University and meet with some of the students who are going to help develop the prototype so I'm glad me and James (younger guy in the interview) fleshed out the ideas with the design doc so we have a clear vision when we meet with the students (although we are DEFINATELY going to want the students to have a lot of freedom in terms of what they do with the project, get as many influences in there as possible).
[/quote]

Very nice! I congratulate you for the professionalism you put into it as well.


Please, if you can, keep us posted on the progress of this project. An analysis of the planning vs. the actual development could be a very interesting reading if you blogged about it.

Good luck!
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[quote name='owl' timestamp='1295137430' post='4759461']
[quote name='GameDesignDan' timestamp='1295119539' post='4759380']
[quote name='owl' timestamp='1295068415' post='4759162']
Congratulations!

How much time did it take to make the game? How much for the design and how much for the production?
[/quote]

No production as the BAFTA thing is purely design based. We (me the head of production for the project) did take into account the scale of the production as well as budget, the full game could be made in about 6 months with a team of 10 people.

The application form was kinda basic (explain the games plot in 100 words, the gameplay in 100 words etc) but I decided I wanted to get a firmer grasp on how the entire game would pan out so I made a very rough 15 page design doc to get the fundamentals down as well as a few interesting ideas for levels that could get the most out of the games core mechanics.

I'm going up to Dundee in about two weeks to visit Abertay University and meet with some of the students who are going to help develop the prototype so I'm glad me and James (younger guy in the interview) fleshed out the ideas with the design doc so we have a clear vision when we meet with the students (although we are DEFINATELY going to want the students to have a lot of freedom in terms of what they do with the project, get as many influences in there as possible).
[/quote]

Very nice! I congratulate you for the professionalism you put into it as well.


Please, if you can, keep us posted on the progress of this project. An analysis of the planning vs. the actual development could be a very interesting reading if you blogged about it.

Good luck!
[/quote]

Sure man, no problem! Glad to know you guys are interested! Thanks for the good wishes!
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