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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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RedMongoose

The "fun" of being a one man show.

3 posts in this topic

Hi all!
 
First post, but thought i'd throw in my two cents.
 
I've been working on game programming theories for years now- making small engines and playing about with programming a few sandbox engines.
 
My current project is a culmination with a few friends as something to pour ideas into. What has resulted is a large universe on paper, and something we've started mixing into this engine and morphing it. What was words is quickly becoming realized, but there lies a problem: it seems i'm the only one making media / programming. 
 
Sure, there's lots of ideas flying around, and things are shaping up pretty OK, thought it seems daily, i'm doing something different and rarely working on the engine anymore. So many steps to create something of scale, and it's very easy to get discouraged- Been at this pretty nonstop since last November, and don't even really have too many basic gameplay elements down- just the framework of everything.
 
So, how many of you programmers also take on media creation at the same time, which partly kills your drive to bust out the engine? I've never really had a proper "team", but made a few small games throughout my time as a programmer. This project is my first "large" scale undertaking, and it seems like there's so much further to go.

 

Here's how the general flow is looking currently- though quite rough. I'm only one guy, so it's hard to get everything nice and polished. https://www.youtube.com/watch?v=ejOK9tGQ_6o - There's a lot of silly things going on, because sandboxes are fun to mess around in! :P Let me know what you think otherwise.

 

Hopefully I can find some interested people and get production going faster...

 

 

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In my experience, finding the right people to collaborate with is very hard. Unless they are being paid, they will rarely share your passion for the project. For them its merely a diversion that will be trumped by almost anything else in their life.

 

That doesn't mean you shouldn't try to get those people involved. They will often have great ideas you may not have thought of yourself. But don't go into the project thinking it will be a 50:50 split of effort. 

 

Now then, to the issue of content creation. If you're doing it yourself, then I've found the best way is focussed bursts. Ie, if I need to create some Icons in-game, I work out a whole lot that I will need then churn them all out in one go, and then go back to coding, rather than create them one at a time as needed. Once I accepted the fact that as a "one-man show" you will wear many hats, then I was much more focussed.

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I personally like the idea of jams, basically trying to find a way to get together with a team for 5 days for example, and see what comes out. Pure focus always helps?

I share the thought that it's difficult to combine basically more one men shows into one project. You can of course try to influence that by making a good project plan (game concept, requirements, game plan) and brainstorm together with the team to get the requirements complete. It's always more motivating to deliver things you were a part of then doing it because someone else thought of it and simply asks you.
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i'm doing something different and rarely working on the engine anymore. [...]

So, how many of you programmers also take on media creation at the same time, which partly kills your drive to bust out the engine?

Is using a third-party engine out of the question? It would spare a lot of time for you.
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