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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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fir

You made a very good game, then what ?

5 posts in this topic

Maybe it is a common question, but I do not know answer to that: lets assume that I (or you) made a very good game and i got it finished (let say this is for example windows executable could be ported too)  then what?,

You do not know much about selling products and something like that but you would like to publish it and get some money for living because you worked hard on it last years on it and need to rest

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Maybe it is a common question

 

Yes. Frequently Asked Question 60. http://sloperama.com/advice/article60.htm

 

BTW, I moved this from Production to Business.

 

 

I didnt found an answer there..

 

My own idea would be maybe to publish a free version of the game then make an upgraded payed version  - it seem to me 

ideologically clear becouse I make decent free game for people

and pay version for fans who could pay for it like some kind of donation for development.

 

But after all I wouldnt know how to do it too

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In my opinion, if you know little or nothing about marketing and publishing then the only logical choice is to find a publisher.  Publishing a short demo version of your game would still be a major advantage in finding a publisher because you want to not only showcase the game itself but the fact that people like it.  There are a bunch of ways to publish a demo version of the game, but perhaps posting it on your own dedicated website shows the most professionalism.  You simply find ways of getting free advertising and free publicity to drive traffic to your website or webpage, such as here at game dev, indy game publishing sites, or video game review sites and have a way to record the number of people who play your demo and how many liked it.  Such positive feedback which is documented and viewable on the webpage is a good hook to get a publisher.  Next you would "canvas" the publishers to grab interest.  How this is done may vary a little from publisher to publisher, but [I]they[/I] will let you know how to do it.  A good example is the excellent indy channels at STEAM because it is clearly laid how to approach and impress the STEAM organization.

 

Another way of promoting your game is to find an indy publisher to form a little team.  Some of the better ones have connections in the industry and will provide all the support people to help in the strategy upon which you both agree to pursue.  For a substantial cut in the income, a publisher who likes your game concept will work hard to get your game to the market.

 

Overall, I feel that you would be surprised how much information is available here at game dev in the knowledge base about the specifics on how to publish and market your game.

 

 

Clinton

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Overall, I feel that you would be surprised how much information is available here at game dev in the knowledge base about the specifics on how to publish and market your game.

 

 

Clinton

 

maybe but I was never interested in it yet,

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IMHO, making a game is a long process. If you did managed to not only make a game, but a game that is good and enjoyable, it is almost give that by that time you probably already started a website, forum, and have at least some "followers" that can attest that your game is that good.

 

Say, Mount & Blade became what it is without any marketing endeavor that I'm aware of, they simply spent something like 10 years not only building their game, but their community, now Taleworlds has not only finished M&B, but also released an enhanced version and a few spinoffs, plus they're on the way of developing M&B2.

 

That being said, 10 years working towards something is ten. years. working. towards. something. So yeah...

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