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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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Kika Ogbechie

I am planning to be a producer.

5 posts in this topic

Hi. I am very new to this site and I am especially new to game programming and the like. I, however, have been self-studying a lot of source code and tried to understand C++ with numerous free tutorials and lessons online.

I have this amazing game idea to launch as an mmo card game. The programming skill required to create such a game is not massive. (ie like WoW or LoL). Its supposed to be 2D, with some 2.5D flipping animations. (Think Yugioh).

Anyways, the real question. I have decided to become the producer of the project I am wishing to create. I do have the money to hire developers/programmers and the launching of websites. So what are the first steps. I was thinking that I should advertise myself. Do I need a lot of programmers to manage the development of an mmo? Or is one enough? Do I need a game programmer AND designer?

I have contacts for artists btw.

Anyone have any advice for producing mmo games?
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Based on the questions you asked, if you have the money to hire the people to make your game, you should also hire a producer. Because producing requires foreknowledge of game project management. Game companies don't hire novices to produce their projects, and neither should you.
But before you spend any money, you should write a solid business plan. As Stephen Covey says, "Begin with the end in mind." In other words, once the game has been made, then what? What's the plan for making money from it? Is the idea to just make one game, and if so, is it a game that will earn its upkeep over time, and if so, how? Your business plan needs to answer those questions, otherwise you're throwing money down a bottomless pit.
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I have solid ideas of how the upkeep of the game will work. Ie a microtranstion system. I also would like to create a website dedicated to the game.

In other words I have a loooooot of work to do. ;p I am going to build a gdd (game development document) that is gonna be at least 15 pages long, so the programmer can understand what the game is about and how it functions. I am just making one game, yes. That is all. Then I would release the game into closed beta testing. Grabbing a hand full of lucky players that will test the game out, give feed back, construct surveys etc. Its probably just the producer hiring that I need to worry about. :/
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from what I have experienced the beta testing, surveys, marketing is one of the producers jobs ( or at least it has always fallen to me ) also handling of finances vs. release date and the delicate balance that is needed is also a big part of production (most notably the part that does not make people like you
unless you handle it very carefully)
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