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      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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SeanO'Brien

About to go Freelance

3 posts in this topic

Hey guys

 

I'm about to do something I've contemplated for a long time and become a freelance programmer. I was wondering, have any of you ever left you job to do this? If so, what advice could you impart on a programmer about to do the same thing? Any lessons learnt the hard way you'd care to tell me about so I can do my best avoid them?

 

I'll be honest, doing this is scaring the hell out of me but it's something I need to do. So please, any comments about "don't do it" or something similar to those lines; keep to yourself. Unless you have good reasons backing that up.

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I'll speak from the experience of a guy I know well and respect very much.

 

His initial plan was simple:

Buildup some money and be his last boss' bitch. He did overwhelming overtime hours, agreed to stay in or out when needed. They had agreed he would leave 'when it is the most convenient' (which started as a 2 weeks thing and ended up being 2 months).

And it was worth every penny.

 

When he became freelance, he also had his own thing going at the same time, to keep busy between contracts. Some contracts were good, others, well, you know, a lot of customers just don't know how it works, and a whole lot of others will just screw you because they've got better lawyers.

 

He basically kept an open channel with his former employer, accepting some freelance work from them, which both helped increase his credibility as a freelancer, and kept money coming in. Plus, being a freelancer, it allowed him to commit to smaller chunks of work at a time, always making sure he was taking the best or most interesting deals.

 

Credibility is key, and you never know what potential client might have spoken to a former boss or colleague. Especially in my area, news travel fast in the video game industry, and gossips even faster. A lot of the successful freelancers that I know and respect are former colleagues. I've crossed them occasionally on various projects here and there, and the one trait they do have in common is that they've been honest and proactive about it. They had a plan, they told their boss about it and worked the finer details together. That goes a long way.

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What kind of programming Games, Web Apps, Mobile, Finance, Anything?
 

Where abouts in the World do you live?

 

Do you only want to work from home or are you willing to work onsight?

 

Do you already have recruiters / head hunters / companies contacting you to do freelance work for them?

 

I Know Toms Articles are usually very good but it does depend on which part of the world you live in and in what area you specialise.  In my own area (mobile development in London) it is easier to get freelance work than permenant work and you need very little experience but then I am in London and London tends to be the exception to many rules.

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