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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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Selling game mods?

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I have an interesting question. Say I created this awesome mod for a game, but I'm unsure which game the mod works best with or if they would want it in their final product.


Does anyone have experience selling mods to game companies? How does the process typically work? If the game in question doesn't have a private beta and is still in production, did you have to fly to the dev studio or work remotely dealing with the developers as they integrate your code into their product? Did you test the mod with many different game engines? Did your mod have so much functionality that an entire game could be built around the concept, but in the final product they only used it for one small section in the game and did that made you sad?


Lots lots lots of questions. I'm curious how smoothly the process went for other coders and ultimately how lucrative it was.


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That leads to some intriguing questions.

If the game is in private beta, how did you get a copy of it, how did you develop your mod? If you were somehow involved with a private beta you really ought to tread with caution and discus it with the developers before doing any more with it.

You mention targeting multiple games, I'm not aware of any mods that do that sort of thing, as each game executable is unique. I can imagine games with expansion packs that are designed for modding, where you can write a mod for the base game that modifies functionality across both core and EPs.

Games that support modding usually have the explicit blessing of the publisher as part of the modding API and documentation. They often have forums and chat sites to discuss and share the mods. These are also generally the easiest to develop for, and many games have active and supportive mod development communities.

Games that don't support modding directly but get modified generally do not do so with the permission of the company. Exactly how that is handled is up to the company and the nature of the mod. Just because they allow it for one title doesn't mean they allow it for everything: sometimes a major publisher will allow mods on one product but vigorously defend another.

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