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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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compass002

how to start a game studio?

3 posts in this topic

Hi,

 

I want to start a game studio. Yet I do not know how to do that.

I am a game programmer and have experience with unity and cocos2d-x and a master degree in game development. I am currently working at a mobile game company. I have developed some small mobile games. I already have the idea of the game and it will be on cellphone as well.

I need partners to help make the game and need money to keep the team alive. Can someone give me some advice?

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Uhm, yeah... you'll need money. How much money you'll need depends on you, your project requirements, and your team size.

You do want to pay your team members, right? If you don't, they are working for you from their own graciousness, which tends to have a short shelf life. Once that's over with, they'll jump ship and work for someone else who gives them more than what you have to offer. If they've been working for you for any period of time, they'll start growing and gaining specialized knowledge about how to work on your project. You don't want that invested talent leave your project. So, you want to pay your people. Obviously. And you get what you pay for, so don't be skimpy on the pay.

 

Naturally, if you have employees, you'll also have to give them a place to work. Where will that be? will you lease an office space? will you bring them to your garage? What's the plan on equipment? What about heating, air conditioning, electricity, bathrooms, internet access, etc?

 

Shoot, it's getting complicated fast! Alright, maybe you want to scale back a bit. Maybe you'll just work alone for a while. Once you've released a simple game to bring in some cash flow, you can hopefully afford to bring on an additional team member for the next game. Can you do that?

The other route is to go hunting for publishers to finance your game studio. Good luck with that. If you're not established, you'd better have a very strong sales pitch to convince them to get in bed with you. Then, they'll tell you what to work on and when to deliver it. You'll have your game studio, your team, and all that, but won't be creating what you wanted. If you do well, maybe you could eventually end your financial dependence on the publisher.

I guess the bottom line here is that you are going to have to do a lot of research and the first step will be to write a thorough business plan on how you're going to make it all happen. You'll have a lot of challenges which you need to address.

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Moving to the business forum.

Basically his summary is correct. You need a business plan. If you don't have a plan, your next step is to gain the knowledge necessary to form a business plan.

Most businesses fail, so be prepared for that. You can also be prepared for success, since that happens too, but failure is by far the most common. Usually it isn't until the third, fourth, or even later startup attempt that people actually develop a successful business.
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1. I want to start a game studio. Yet I do not know how to do that.

2. I already have the idea of the game

3. I need partners to help make the game and need money to keep the team alive. Can someone give me some advice?

 

1. Then you shouldn't do that until you do.

2. The game? A game isn't a business. What's the business plan?

3. Yes. Read these:

http://sloperama.com/advice/lesson29.htm

http://sloperama.com/advice/finances.htm

http://sloperama.com/advice/lesson16.htm

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