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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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s0ckman

Safety Measures for Outsourcing - HELP

7 posts in this topic

Hi guys, so I am still in the development stage of my first iOS game tongue.png

 

I will be outsourcing the coding to an online freelancer (not through Odesk, Elance, Freelancer or any 3rd party sites).

I will be providing him with all the graphics, sounds and also the Game Design Documents.

 

My concern is that I feel like I have no real protection against him from finishing the game, then uploading it himself on the iOS store.

 

Besides a written contract (I don't know how effective that is internationally and for freelance work), are there any safety measures, methods or programs I could use to prevent him from stealing the game? ph34r.png

 

Any tips will be greatly appreciated!

 

 

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If your overly concerned maybe u can just give him stub graphics and integrate it yourself. As long as you know alittle Xcode and name the stub gfx the exact same names, but that's just making more work for everyone. When your contracting out esp off shore you're gonna take the risks but that would be weighted against the benefits.

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Besides a written contract (I don't know how effective that is internationally and for freelance work), are there any safety measures, methods or programs I could use to prevent him from stealing the game?


The contract is absolutely necessary. No contract can prevent an international thief from stealing, but it gives you legal grounds. Execute a good contract between you. Stop worrying about thievery. Make a good game.
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Tnx jbadams, sorry about posting in the wrong section.

 

And thanks guys, we were thinking about using place holder graphics but like you said, that will just create more work & we might not do it smoothly either.

Yeah def. putting in the contract, are there any more safe guards?

 

Will Bitbucket and other management tools help? or are they just there as pure communication and project management tools?

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Also in regards to graphics - since we have outsourced a freelancer for our graphics, do we need a signed permission contract/form from him as proof of ownership when we use these graphics in our game?

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You really can't be "protected."  There are just two approaches:

 

1) Pick an unfamiliar contractor, and hope for the best.  A good contract will give you solid legal grounds, but the expense and probability of recouping losses will be prohibitive if you and he are both small fish.

 

2) Pick a well known agancy to outsource to.  Your legal claim against them in the even of mis-deeds will be much more valuable: they have both money and reputation to protect.  However, these people will cost more (though also give you better reliability and work quality).

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