• Announcements

    • khawk

      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.
Sign in to follow this  
Followers 0
Aeranima

When and why to purchase licensed software before marketing.

7 posts in this topic

We have stumbled on our first problem as a team. Everything has gone smoothly with conceptualizing, programming and illustrating. But a topic we stumbled on when we were to discuss the modeling softwares we immediately realized; is autodesk maya licence 6000 bucks? And is it necessary to have licensed maya when marketing a game done with it? Do you know anything regarding this topic? Would appreciate the info so we know what problems we might stumble on in the future. 

 

We're using Unity to power our game.

Maya to model and animate.

 

Best,

Fred

 

"He is working since ages with 3d software from autodesk. also with teams they also had no licence keys. and he never had that autodesk or someone else asked what software they used or if there is a licence key. autodesk is not really interested in this. but if you want to feel better, its possible to get cheaper version as a student or you make a deal with autodesk. then the prices is 100+$ per licence"

 

- Someone in the business.

Edited by Aeranima
0

Share this post


Link to post
Share on other sites

Makes sense. Well we'll use blender from now on. It's the meta-software for starters. And if you're Swedish Simon then tack. 

0

Share this post


Link to post
Share on other sites

In theory you would have to buy maya (the full version) anyway if you have already used it. And even then you would be in a legal gray zone.

 

How could you be in the software/games business and not know it would be illegal to use unlicensed or wrongly licensed software? Did you really not know or are you just looking for someone that give you another justification to use unlicensed software?

 

Even if nobody is asking you for it if you are a business you should always pay the (non-free) software you are using. Why should anybody be more willing to pay for your software than you are willing to pay for other products?

 

If you still decide to use unlicensed software in your company, remember it just needs one angry employee to vent his anger and you might face a lawsuit.

1

Share this post


Link to post
Share on other sites

This  kind of stuff definitely can come back to bite you.

Several years ago, it turned out that some of the sound effects  in Windows were possibly created by a cracked version of SoundForge, based on  looking at some of the metadata in the wave file.

 

At GDC 2 years ago an audio director at a major publisher lamented that they had just settled a lawsuit brought by the makers of an audio development product (instrument sample libraries), that an independent composer the company had hired was using the software without a license.  The audio company recognized the musical sounds in the game's music, looked up the composer, and discovered he didn't have a license with them.  So they sued the game publisher!

 

So it's definitely best to get all your ducks in a row, from a software licensing perspective.

1

Share this post


Link to post
Share on other sites
Would you like your players (customers) to pay for your game before playing it, after they've finished it for the first time, or only if you catch them out and make them pay?

It always confuses me that this is even a question for people planning to sell their own software; if you want to use commercial software you pay for it!
1

Share this post


Link to post
Share on other sites

This particular issue would probably make a good article since it does arise quite often in one form or another.

Edited by Stormynature
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0