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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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drkdagron

Whats more valuable on the resume?

5 posts in this topic

Hey guys,

 

           As an aspiring game developer, Would it be better to attempt at release some indie games on XBLIM/Steam Greenlight? (using XNA/Unity3D where most of my experiences are) or make portfolio pieces?

 

Thz

Stephen McKillop

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Your potential future employer is essentially looking for two things:

 

1) Will you do the job well?

2) Will you fit in?

 

 

You say "attempt to release some indie games".  Why just attempt?

 

If you have a successful release on either of those locations you have strong evidence that you can develop games.

 

If you make something that doesn't meet their requirements, you have a portfolio piece.

 

If you make strong portfolio pieces you also have strong evidence that you can develop games.

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In my opinion, it is good to have something published and if it's good enough to be shown to the world, it should be good enough for your portfolio. 

 

But that brings me to a different point. Develop a critical eye for your work. When you publish something on a digital distributor like XBLA, Steam, or even mobile devices, you need to be very critical of what you're showing the world. Potential employers, clients, and colleagues can all see what you've put out there and they will all use that work to determine your skills.

 

Be sure to polish the game play as much as possible.

Clean up and refine all of the graphics.

Make sure the audio is exact and clear.

Just be sure to check everything and make sure it is as great as can be and not just good enough. 

 

But that's just my opinion. biggrin.png

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Make a polished game which is complete or nearly complete before submitting it to Greenlight, and you'll have a better chance of making it out on there. Steam users can be ridiculously fickle sometimes. But they do have a Concepts section which would be fitting for works-in-progress, so you can get a feeler from the audience and see what ideas can work or not.

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I'd say your question comes down to "should my portfolio consist of unfinished or finished projects" :)

 

There's something my boss always says - you are not truly a gamedev before you deliver at least one title. Finishing a projects means you went through all the stages. You have seen shit going wrong or right on every one of them. Sure, there is certainly tons of other shits that can go wrong in other projects that you still can't even dream of, but at least you have some faint idea how it is like. 

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