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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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orenk

Fair Price For Cross Platform Video Solution? VOTE To make a change...

6 posts in this topic

Hi all

i'm working full power on publishing cross platform video solution.
first stage it will be:
1. pc
2. linux
3. mac
second stage will depend on sells so eventually i will add top consoles:
1. xbox 360 (future 720)
2. ps3
more platforms will be added based on customers requirements...

now for the important stuff: Pricing
as you already know or not, its a pain in the butt to create such a solution and at the same time making it fast enough to run multiple hd videos at 30 fps game...

i'v added a poll at the top left corner of my blog: [url="http://orenk2k.blogspot.com/"]http://orenk2k.blogspot.com/[/url] so i could know what do you think:
YOUR VOTE COUNTS!
believe it or not, but your vote will have a HUGE influence on the price.
pool keywords:
indie = independence/independent
comm = commercial

so... if you have friends, colleague or people who might consider buying such a solution, tell them to vote...

thanks and cya.
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IMHO it doesn't matter. The issue is, that the costs of a video playback software, even if is costs several $1000, is dwafed by the cost of creating actually a video for your game.
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Thanks for your replay
most of the videos could be created via engine cut scene editor or video grabbers like fraps, some videos is third party related such as nvidia, intel, havok etc...
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Hi Hodgman
Per platform, per game...
if you will need few platforms for the same game then you will talk with me and you'll get discount depends on platforms and future deals.
keep in mind that i want to get approx price for the standart per platform per game and not prices for all types of licenses (such multi platform, bundle, bulk/publisher deal etc...) that's why i only put 6 choices (3-indie, 3 -commercial) to make it simple.
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[quote name='orenk' timestamp='1344419590' post='4967321'][quote name='Ashaman73' timestamp='1344417972' post='4967312']The issue is, that the costs of a video playback software, is dwafed by the cost of creating actually a video for your game[/quote]most of the videos could be created via engine cut scene editor or video grabbers like fraps[/quote]I think what Ashaman meant is that the cost of making content is much more expensive than video-player licensing fees ([i]at least on large commercial projects[/i]).

e.g. The last game cutscene that I worked on took 6 weeks and had 1 art-director, 3 animators, 1 lead-artist, 1 texture-artist, 1 lighting-artist, 1 effects-artist, a few 3d environment artists, and me as a graphics programmer, which adds up to somewhere between $60k to 100k -- to make about 45 seconds of footage.
So large commercial game companies can definitely afford Bink's expensive license fees, when compared to these costs!

Meanwhile, let's say that integrating an open source video playback library might take a programmer a week on PC -- $30/hour * 40hour week = $1,200 to create the most basic playback software... which is dwarfed by the above costs of content production. Edited by Hodgman
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you are right that commercial can afford expensive video player fees but still, lets says is a game running on 5 platforms, and pay lets say 40 K for all, i think they would be happy to know that they can pay only 15 K - though it won't hurt them to pay the 40 K.

you mentioned bink so open source solutions are out of the question as they are not close to what binks gives you in terms of speed and features.

think like if you had only NVIDIA or AMD/ATI, they could take every price and you would pay because you don't have any choice, but today, you have a choice, you can choose based on price and features and buy AMD/ATI or NVIDIA.

what i'm trying to do, is to give people a choice, and choose based on price and features.
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