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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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Thax94

Game Development, from idea to finished game. I need some help

8 posts in this topic

I'm gonna openly admit it, i know next to nothing about how to make a game. Though i know some python programming, html, css, photoshop, music production etc, i have no idea how to get going about this game thing.

The thing is, i have this great idea for a game. I dont think its been done before, i think it will be fun, and i see a way of making money from it. I would like to establish a team of people and create this game, but im not sure if thats how things work around here.

Could anyway please guide me in terms of, how do i get started? How do i find the right people and how do i communicate with them etc.

Thanks a lot :)
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[quote name='Thax94' timestamp='1341253048' post='4954985']
1. i see a way of making money from it. I would like to establish a team of people and create this game,
2. How do i find the right people and how do i communicate with them etc.
[/quote]

1. Then you're talking about a business venture. So I'll move this to the Business forum.
2. First, write a game treatment and a business plan. The treatment communicates the game idea, and the business plan communicates the money-making idea.
Then you can post a Classified ad (in this website's Classifieds section) to start discovering that hardly anybody will want to work with you. You should also start networking - go to local game industry events, national game industry events, and local business networking events.
Some pertinent reading for you:
http://sloperama.com/advice/lesson16.htm
http://sloperama.com/advice/lesson13.htm
http://sloperama.com/advice/lesson54.htm
http://sloperama.com/advice/lesson29.htm
http://sloperama.com/advice/article60.htm
Several pertinent articles can be found here:
http://www.igda.org/games-game-archives
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Thanks a lot for the answer, though not a much optimistic one :P My motivation for doing this is not to make money though, it's to create something. I just see a way of making a profit from it if i was able to mash it all together to a game. Mostly, i just want to assemble a group of people and do this for fun, then see if we are able to make it into something great.
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[quote name='Thax94' timestamp='1341253048' post='4954985'] i see a way of making money from it. [/quote]
[quote name='Thax94' timestamp='1341333691' post='4955353']
My motivation for doing this is not to make money though, it's to create something. I just see a way of making a profit from it if i was able to mash it all together to a game. Mostly, i just want to assemble a group of people and do this for fun, then see if we are able to make it into something great.
[/quote]

I understand completely. It's not a business, but it could make money, so none of the stuff I said before applies.
You can't start it as just fun now, and have it turn into a business later -- that can only end badly. We've seen it too many times before.
You still have to write a design treatment, and you can still use the Classifieds here, and you still need to have a [url="http://sloperama.com/advice/article58.htm"]collaboration agreement[/url] with your team members before you start collectively creating anything.
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Thanks :) I'm working on the Game Design Document right now.

But wow, the contracts thing is comprehensive. Im not sure if i will be able to get all that sorted out.. :/
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[quote name='Thax94' timestamp='1341350842' post='4955455']
But wow, the contracts thing is comprehensive. Im not sure if i will be able to get all that sorted out.. :/
[/quote]

So you're saying you're giving up on your idea. It's too hard. Got it.
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Not exactly, just that i know nothing about who should own the IP and all the other details that should be clearified in the contract.
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[quote name='Thax94' timestamp='1341356428' post='4955483']
Not exactly, just that i know nothing about who should own the IP and all the other details that should be clearified in the contract.
[/quote]

You negotiate that with your team members, before anybody starts working on your game.
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[quote name='Thax94' timestamp='1341356428' post='4955483']
Not exactly, just that i know nothing about who should own the IP and all the other details that should be clearified in the contract.
[/quote]

There are easy and hard ways to do this.

If its just a hobby project the easiest thing is to just use an opensource license, then all you have to do is ask the teammembers to give you (and eachother) their contributions under a suitable license (GPL works fairly well for these things as it would prevent anyone from taking "unfair" advantage of anyone elses work) and everyone can keep owning all rights to their contributions.

If you intend to open up for commercialisation in the future things get a bit trickier, you really need to sort out compensation before you start, No sane developer will hand you commercial rights to his/her work without upfront payment or a contract that guarantees payment if the project makes money in the future and you really don't want to negotiate those things after the work has been done. (Its a really bad idea to negotiate with members of your team when your only options are to pay what they ask or throw out all their work and start over from scratch) (I'd highly recommend contacting a lawyer, its not that expensive) Edited by SimonForsman
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