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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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SystemShock

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Your TL/PM does not need to be a highly qualified programmer.  This person should be someone with excellent communication and organizational skills.  They should be a person with integrety, one who can delicate authority and accept that responsibillity.  Physical location is questionable on all your positions.  With Internet access, utilities like Skype, an office meeting is only a computer away.

  Starting salaries are always negotiable,  Keep in mind you are a startup and immenant failure is all but certain.  Plus the fact that you first game most likely will not be a success, (all part of the learning curve)

  Multi national team would broaden internation perspective, thus increasing your chance of success.  Again with the internet, we are closer than we think.  If shaking a person's hand is important, then keep your people close.  However, if you are a germaphobic ?

 

Good Luck

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One game is not a business plan. You need a real business plan.

For your first several games (you need more than one) you need to have done your market research to know your audience. What will differentiate you from your competition? How will you stand out from all the other games out there? How and when do you intend to become profitable? How will you mitigate risk?

Once you have a business plan you will be able to easily answer most of those questions you asked.

As for hiring a management person, the safest way to do is to hire somebody who has already done it elsewhere. This is also the most expensive way to do it. Either pick up a lead who has been laid off, or headhunt for one. If instead you are willing to take a risk, go hire someone who has experience but not as a lead. They will have experience in the industry but not have leadership experience. Alternatively you can get someone with leadership experience but not industry experience. For a technical position you would prefer industry experience, for a people-person you would prefer leadership experience.

As for pay, that is always negotiable.
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My company is South African based but I'm moving to New Zealand around March and looking for investors to setup my company there.

 

My company has worked on 5 published smallish game titles for various client, and we're about to release our first in-house full-blown PC title, perhaps you can chat nicely to your investors and we can get something going together in Auckland :)
My company has a very well thought out game-development roadmap with some exciting upcoming titles. 

How did you find the investors by the way?
 

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