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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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shinypixel

Making games on the Nintendo?

7 posts in this topic

A friend said since my mind is set for working with Nintendo, it's better not making PC games as I'm doing now with C++/Win32/OpenGL. He recommended to look at the homebrew kits for making games on the Nintendo, all in hopes to impress the interviewer later on with actual console experience, starting with the GBA or what not. I feel it doesn't matter, but given that consoles and PCs are two different worlds, I thought I'd get your opinion.

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To me it doesn't matter.

 

However, you can actually make indie games for the Wii U, using Unity. It may cost up to $3000 for a Wii U development kit, though.

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To make games legitimately, your legitimate games company need to sign a bunch of contracts with Nintendo ;-P

Making homebrew games is hard - probably much harde than actual legitimate development, because instead of having the official hardware, SDKs, documentation and tools, you've got community-made reverse engineered stuff (and retail hardware)...

If you're not already quite an experienced programmer, it will definitely be worthwhile to continue practicing on PC.

Also, FWIW, every console game I've worked on has actually been developed on PC as well.
E.g. When making a Wii-exclusive game, we'd internally develop it to work on both Wii and Windows/D3D (which isn't sold to customers). Most of the staff developed the game using the PC version because it's easier. You'd only need to use the Wii version if you're developing new engine features, doing performance testing, or doing final art checks on a TV -- otherwise it was the same as making a PC game most of the time!
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A friend said since my mind is set for working with Nintendo … I thought I'd get your opinion.

All of Nintendo’s development offices are in Japan. You must be fluent in Japanese and already live in Japan (they don’t hire from abroad and they won’t hire anyone not perfectly fluent in Japanese).
Even if you live in Japan and speak Japanese perfectly, you are still unlikely ever to have a chance at a job there; they only hire fresh graduates from Japanese universities except in the rarest of cases. The only person I know who got into Nintendo mid-career was a Japanese who made a very famous iOS app that was ranked #1 for quite a long while and most likely made him a millionaire, pulling in I believe around $30,000 per day for a period.


Unless you will be perfectly fluent in Japanese, live in Japan, and either freshly graduated from a Japanese university or in the top 0.01% of individually ultra-successful programmers, it is for your own good that I suggest you forget that dream and focus on virtually any other company.

Source: People I know who work for Nintendo.


L. Spiro
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In short you have to be incorporated and be subjected to a vetting process 'cause Nintendo likes to do its due diligence.

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