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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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Dmytry

My game "The Polynomial" is available on Steam

6 posts in this topic

What the title says. Out of beta, released on time, etc, and there was cake, all the usual Valve memes :)


[url="http://store.steampowered.com/app/67000/"][img]http://dmytry.com/games/images/tn_screenshot_114.jpg[/img][/url]


There is a free demo. It works on Windows, OS X and Linux (For Windows and OSX I recommend using Steam, the Linux version is available through my website)
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Congrats mate!

Will you mind if I query your mind a bit on self-publishing? I'm currently working on a game of my own and that info would be really useful?

- Did you make the game all by yourself? The "About Author" section lists only you.
- How did you "advertise" your game? You have a lot of sources in your Buzz section - did you email the different journalists yourself, or have they picked up on it all by themselves?
- How long has your game been out for (I noticed you can buy it on the website so I assume it was up for sales before Steam) ?
- Finally, how did you get your game on Steam? Did you just contact Valve directly or somehow else? How was the approval process?

Thanks!
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[font="arial, verdana, tahoma, sans-serif"][size="2"]
[quote name='Koobazaur' timestamp='1295093065' post='4759243']
Congrats mate!

Will you mind if I query your mind a bit on self-publishing? I'm currently working on a game of my own and that info would be really useful?

- Did you make the game all by yourself? The "About Author" section lists only you.
- How did you "advertise" your game? You have a lot of sources in your Buzz section - did you email the different journalists yourself, or have they picked up on it all by themselves?
- How long has your game been out for (I noticed you can buy it on the website so I assume it was up for sales before Steam) ?
- Finally, how did you get your game on Steam? Did you just contact Valve directly or somehow else? How was the approval process?

Thanks!
[/quote][/size][/font]
[font="arial, verdana, tahoma, sans-serif"] [/font][font="arial, verdana, tahoma, sans-serif"][size="2"]at the risk of going off-topic in this rarely visited "your announcements" forum that is presumably for announcements rather than interesting discussion,[/size][/font]
[font="arial, verdana, tahoma, sans-serif"] [/font][font="arial, verdana, tahoma, sans-serif"][size="2"]
1:The game code, yes. Music, no, it's my brother's and mom's (they're professional musicians). Voice, someone who wished to stay anonymous :-)
And of course I used various open source libraries for portability. By the way: you can work entirely as lone coder if you use Microsoft's excellent working out of the box tools for windows and xbox platforms, but if you are developing cross-platform and you rely on open source, it is a huge bonus to be able to read other people's code and to be able to write clear code and fixes that can be accepted into mainline and would be maintained by a person not paid to maintain that code.

2:Nohow really, didn't email anyone. Had sufficient popularity of my site to get some reviews before Steam, then of course when it is on Steam and in main page's banner rotation for some while, everyone notices and there's shitton of mail from everyone asking for "review keys". I suggest concentrating on the bug reports and fixes, and keep in mind that you are developing game for players not for reviewers. Then reviews will come.[/size][/font]

3: Playable work-in-progress beta for a year, final released on October 16th, final version on Steam right away.

4: Just emailed Valve about month and a half before release of final version, they basically said yes looks like your game will do great, then did the agreements, integration, marketing assets, etc. No delays, excellent service. Can't comment further, under "no don't ask" (aka non-disclosure agreement).
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Looks amazing and congratulations for getting it onto Steam. Fingers crossed for you that this becomes the new Geometry Wars.
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Aaahh, mathematics/geometry made immersive. And gorgeous. When I saw the video, I feared it wouldn't run smooth enough on my Geforce 8500 GT. But it does! I like the sound, too, fits perfectly.

Congrats and good luck with the selling.
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I absolutely love the look of this game. So trippy. Congrats.

Any chance you've done any write ups on how you approached creating the visualizations? If you haven't would you consider it? Seems like a neat topic.
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Congrats!

I picked up a copy of this game a month ago during the Steam Christmas sale, part of one of the Indie Game packs.
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