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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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Truth3w3

Approaching an Artist

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At what stage of development would you, as artists, feel comfortable joining a collaborative project? As most of us know, teams are constantly forming and disbanding (and in fact this site is one such place people go to look for a team). Because of this, many artists are hesitant to offer their services, particularly for free, without some assurances. Now certainly everyone is different in this regard, but as a whole and as artists possibly looking for projects, what sort of base work or plans do you require? We always read in the Game Design forum how many people are pointed toward a GDD as a way to first show you're serious, have thought about the game, have put some actual effort into it, and have a future plan. What level of detail would the GDD need? What other things are artists looking for?
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Are you really surprised that people aren't willing to work for free on anything? The reasons why are subjective, but it's a pretty ludicrous idea in any respect to expect anyone in any field to do professional work without being paid.

 

 

You bring up good points - wanting to be invested and have some say as at least a minimum "compensation."

 

As for the pay, it of course makes sense that people expect to be paid for their time.  Although in "indie" teams that payment is oftentimes promised somewhere in the future where the project/product is successful.  Several years ago when I first came to this site 90% of "looking for dev teams" threads offered to pay the other members "after a successful launch."  Realistically there is not much else they could say without a rich uncle or a really solid game plan that a bank actually loaned them money for.  However these days it's quite easy to say "I'll pay you after our Kickstarter succeeds."

 

But I was interested in what else might tempt artists than a promise of future cash. So thank you for your response.  I wonder what others will say.

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"Who are you? How much experience do you have in managing video game projects?" This is the sort of question that I would make to the people already on the team for a project. I want to be involved in a project led by someone that has experience equal to or greater than mine.
 
I want to be assured that my voluntary efforts will be put to good use, because if I'm joining a team to make a particular game then I want to see that game published in the end, with my work there.
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Ideally (that is now the programmer in me speaking mostly, still...) you have something more to show than just a good GDD. A simple prototype with programmer art, showing how the game could look like.

 

a) Makes it easier for the artist to understand what he needs to create.

b) nothing shows your commitment to the project more than sitting down and coding something. If your not good at coding, grab GameMaker, or even go with a Paper prototype

c) if you are decent with coding and have a working prototype, the artist is assured that as soon as he finishes a piece, it could (if the prototype is ready for that) be imported into the prototype, and he could see his art moving! That will be the best motivation for any artist to continue working with the project.

 

Just my 2 cents

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