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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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Want to become a game producer?

5 posts in this topic

[font=comic sans ms,cursive]Hi everyone i hope you enjoy reading![/font]

[font=comic sans ms,cursive][quote]The game industry requires innovations, as publishers cannot profit from constant release of repetitive sequels and imitations. Every year new independent development companies open and some manage to develop hit titles. Similarly, many developers close down because they cannot find a publishing contract or their production is not profitable. It is difficult to start a new company due to high initial investment required.[/quote] [/font]

[font=comic sans ms,cursive][size=5][b]What is a producer?[/b][/size][/font]

[font=comic sans ms,cursive] Technically speaking a producer is a person, company or country that produces supplies/grows goods etc.[/font]
[font=comic sans ms,cursive]In this case we're talking about a video game producer which means that the definiton of the title 'producer' would shift slightly. Simply put: a video game producer is a person in charge of overseeing development of a video game. Now, this can fall into a few categories such as executive producer for example.[/font]
[font=comic sans ms,cursive]“The producer’s job,” explains Universal Interactive Executive Producer Pete Wanat, “is to shepherd a product from the conceptual stage until the game code ships to the manufacturer (or is uploaded digitally).[/font]

[font=comic sans ms,cursive][size=5][b]How do I become a producer?[/b][/size][/font]

[font=comic sans ms,cursive]There are many ways in order for someone to become a game producer, first of all you need to take steps to achieve this goal, by this i mean that not everyone becomes a game produces even with decent qualifications due to the fact that they need to have experience in this subject matter(production-related experience) combined with a high-level of understanding of how video game development works.
This is why people start off as a former programmer/artist for example, then you wait for promotion and learn from your former leaders/bosses or the department your working in.
So you could probably start off looking for some video gaming courses/schools, or if you have prior experience you can search for jobs.[/font]

[b][size=5]What's the best project management software?[/size][/b]
[font=comic sans ms,cursive]There are a variety of softwares that fit into this category which is mainly/usually decided by the company you are working for.
Recommended: http://www.gtdagenda.com/
[font=comic sans ms,cursive]On top of this you'll find many more,also to add to this you can find professional softwares that will satisfy your needs greatly for reasonable prices if you do some research.[/font]
[font=comic sans ms,cursive]What's the best production method for my project?[/font]
[font=comic sans ms,cursive]if you have money you can buy this software: [url="http://www.preactor.com/Landing-Pages/Production-Planning.aspx?lang=en-GB&gclid=CPaHutm_wrICFcENfAody3AAmg"]http://www.preactor.com/Landing-Pages/Production-Planning.aspx?lang=en-GB&gclid=CPaHutm_wrICFcENfAody3AAmg[/url][/font]
[font=comic sans ms,cursive]If not then you'll have to do it the usual way :) The one that i have experience with is the software develpment life-cycle/process. This process expands and opens up lots of doors,the one that i approve of is the Waterfall Model which im familiar with since this was the model Java developers have used. I cannot go deep into how this model works since that would fit much better in another article dealing primarily with software development models.[/font]

[font=courier new,courier,monospace][b][i]More info on software development processes:[/i][/b][/font]
[font=comic sans ms,cursive]To name a few:
1. the waterfall model
2. Rapid prototyping methodology [/font]
[font=comic sans ms,cursive]3. The Spiral model( which combines some key aspects of the waterfall model and rapid prototyping methodologies.)[/font]

[b][size=5][font=georgia, serif]How do I find developers?[/font][/size][/b]
[font="comic sans ms, cursive"]developers? programmers? easy!(this is the case if you have enough money to pay them) You have to pay them unless they're voluntary workers which i will doubt, if that's not the case on this website there are 25 places where you can find a freelance worker for hire. It is, as you might have noticed, very easy to find a developer but the only problem might be money.[/font]
[font="comic sans ms, cursive"]Link: [url="http://pragmaticoutsourcing.com/resources/25-best-places-to-find-a-freelancer/"]http://pragmaticoutsourcing.com/resources/25-best-places-to-find-a-freelancer/[/url][/font]

[font=comic sans ms,cursive]You can also find many more websites by googling it.[/font]

[b][size=5][font=tahoma, geneva, sans-serif]Got the job, now what?[/font][/size][/b]
[font=comic sans ms,cursive]Now you need to sit back carefully and think.:)[/font]
[font=comic sans ms,cursive]In general you'll have the following responsibilities 8 responsibilities since they might vary according to the company you are working for:[/font]
[font=comic sans ms,cursive]1. Negotiating contracts, including licensing deals.[/font]
[font=comic sans ms,cursive]2. Acting as a liaison between the development staff and the upper stockholders (publisher or executive staff)[/font]
[font=comic sans ms,cursive]3. Developing and maintaining schedules and budgets.[/font]
[font=comic sans ms,cursive]4. Overseeing creative (art and design) and technical development (game programming) of the game.[/font]
[font=comic sans ms,cursive]5.Ensuring timely delivery of deliverables (such as Milestones)[/font]
[font=comic sans ms,cursive]6.Scheduling timely quality assurance (testing)[/font]
[font=comic sans ms,cursive]7.Arranging for beta testing and focus groups, if applicable.[/font]
[font=comic sans ms,cursive]8.Arranging for localization.[/font]

[font=comic sans ms,cursive][b][size=5][font=arial, helvetica, sans-serif]How do I estimate time[/font][/size][/b]?[/font]
[font=comic sans ms,cursive]You might think: why do i need this? Think about it, imagine it took Fifa13 2 and a half years to come out! That would be a disaster, thats why you need estimate time carefully and this also reflects whether your project has succeeded or not depending on whether it was delivered on time and on budget[/font]
[font=comic sans ms,cursive]Key things to keep in mind when estimating times are:[/font]
[font=comic sans ms,cursive]1. understand what needs to be done, analyse the project.[/font]
[font=comic sans ms,cursive]2. identify the order of activities(order in which they need to happen), not how long they are going to take.[/font]
[font=comic sans ms,cursive]3. make estimates:
-time needed to complete a 'single' task.
-List assumptions, exclusions and relevant info.
+ Method for estimating: i wont go into all the methods but rather just explain one of them: Bottom-up estimating
- estimates the project as a whole
- break larger tasks into smaller ones(then estimate time that is going to be needed to complete each individual task)
- add up total amount of time.[/font]
[font=comic sans ms,cursive]This would make much more sense if you understood the software development processes.[/font]

[size=5][b]How do I estimate cost?[/b][/size]
[font=comic sans ms,cursive]The constructive cost model (COCOMO) uses a basic regression formula with parameters that are derived from the project data and characteristics. (NOTE: this method is only used for demonstration purposes)[/font]
[font=comic sans ms,cursive]Basic COCOMO computes software development effort (and cost) as a function of program size(lines of source code).[/font]
[font=comic sans ms,cursive]The basic COCOMO equations take the form
Effort Applied (E) = ab(KLOC)bb [ man-months ]
Development Time (D) = cb(Effort Applied)db [months]
People required (P) = Effort Applied / Development Time [count][/font]
[font=comic sans ms,cursive]where KLOC is the estimated number of delivered lines (expressed in thousands ) of code for project.[/font]

[font=comic sans ms,cursive][size=5][font=verdana, geneva, sans-serif][b]Oh crap, the project is in trouble!
How do I move up the ranks?[/b][/font][/size][/font]
[font=comic sans ms,cursive]Quit the project
Blame the team members and strategy
is that what you thought? even though thats not what you might think this is very common.[/font]
[font=comic sans ms,cursive]1. Review the project plan
2. Devise recovery plan[/font]

IF anyone wants an article dealing with software development processes let me know

thanks for reading!

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I won't rewrite the article. For once, I don't consider myself an everflowing source of true knowledge. I'm giving you my personal experience, that's all.

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I have to disagree about the hiring freelancers thing. There are plenty of people that will work for free if you look in the right place.

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