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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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Dustin Kerns

Interview Questions for Developers

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Greetings all readers! My name is Zanion and I like many others am a programmer and hobbyist game developer. I have developed many small games, both on my own and with the assistance of small teams composed of friends but never for commercial release. Along the way I have generated curiosities about the development process and decided to compile a list of my questions for those of you on this site, as well as others, about some things you experienced during your first commercial releases. These questions were intended primarily for small developers who have released at least one working title to the public (regardless of performance) however if you feel you have something of note to share please feel free. Thank you all for your time! Answer as many or as few as you'd like/have time for. [list]
[*]How long have you been designing/programming/working on games?
[*]What platforms have you developed for?
[*]What were some of the major decision factors in choosing your target platform?
[*]What are some of the games you and your team are credited with releasing?
[*]Did you attempt any marketing when you published your title(s)? What sort of marketing strategies did you use? How successful would you say your marketing strategy was?
[*]How large was the team you used to develop your latest game? What sort of strategies did you use to manage the development process?
[*]Did you develop your own engine or use a commercial engine? What were some key points in this decision?
[*]What is your stance on piracy? Do you take any measures to defend against piracy?
[*]What is something you spent the most time on for the least payoff? Also what is something you spent a lot of time on that garnered minimal attention/appreciation?
[*]Explain some hard or stressful times in the development process? Please share some of the unexpected issues that came up in the development.
[*]Do you have any thoughts or concerns about the accelerating rate at which technology progresses? More specifically, thoughts in the area of graphics processing and what that implies for development?
[*]How do you feel about the quality of the story in games with large volumes of content. Do you feel that an abundance of side missions/quests can detract from the story in an attempt to give a player “more to do”? What are some measures you have to combat this feeling for your end user?
[*]Sometimes in the industry we see a growing trend of developers releasing software that should really still be in beta stages and simply patching the game through the course of updates. How do you mitigate this issue for your games and how much beta testing do you feel is appropriate?
[*]How do you feel about DLC content and any effects that it can on the primary content of a game? Do you put the same effort into the base game knowing that you could potentially make more money by releasing add-ons that are by comparison easier to develop due to their scope?
[*]How do you feel about free to play models? Is this a good model and where do you see it going in the future?

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