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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.

donkey breath

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  1. Try Terathons C4
  2. Congratulations If your happy with the salary and they are happy with the salary then it's a win/win. Also gives you great experience to show to BBC.
  3. I would most certainly never show my cards first in a salary scenario. If you say £500 and the guy say he was looking at £200 you have left yourself open to 2 things (1 he will tell you to go away or you will have to come much closer to his evaluation 2.He knows you will be on the lookout for higher paying work). It's like playing cards, show your hand first and you are almost always on the backfoot. [quote]It's way easier to negotiate down to 150 pounds/day from 200 than up from 100[/quote] What if he says £100, you can then say £200 and then it is much easier to agree at the middle £150. You also know that if you are expecting £500 and he says £100 you can then just let him know that you are not in his price bracket and exit the negotiations, not wasting his or your time. Or you can turn it around agree with his fee and state you want a payment on completion. Letting him make the first move allows you much more room to get what you want. There's an element of playing it as you see it. If you think you need to make the first move and the situation dictates it then make the first move. Generally I'd never recommend it and I have been involved in large project negotiations/strategy.
  4. Basically the government will take every penny you make available to them. If you make a mistake they will demand immediate payment, if they make a mistake they will tell you that you are waiting until at least the end of the current financial year to get that money back (and without interest added). Sorry that's just my view of the $£%^%£%£$£"!%$£££$%£!$%^ government. They once tried to tax me on 15p (about 20 cents for our american friends) interest I got from my bank account and sent out two letters asking for payment. the letters each had stamps worth more than the amount they were chasing..... rant over, feel better now..
  5. Probably 2 important questions:- Why was the last developer no longer on the project (if it is a suspicious reason they won't tell the full truth but you can read thier reaction)? Is this a long term project? If it is ask for them to draw up a contract for you to sign. Don't mention pay rates until they bring it up, if it hasn't been mentioned by the end of the interview then ask then. I really don't think £100/day is a bad rate for a first job after graduation in the current climate, depends on the contract structure (e.g. duration, remote working?, etc). Have the contract structured so that you can leave at any time(or 1-5 days notice), that way if you get a better offer you can either re-negotiate or take the improved offer.
  6. If they ask how much you want, don't give a figure. let them make the first move and negotiate from there. If they ask what you want reply "what are your offering?" or "what is the going rate?" or "what did you pay the last programmer?". Beware that this might be a low figure as they realise you are both in negotiation, but with a starting offer you are in a position to negotiate. If you give the first figure then you are on the back foot as they will either want to negotiate down or think you are too expensive and turn you down. For a graduate £100/day is a good rate for a first job. I'd ask if they have a lot of work or would consider you as a long term contractor.
  7. Studio_Programmer, you have hit the nail on the head. You don't need to know exactly how it works underneath, but you are a much better programmer if you have tried to understand and/or gone into the detail yourself. It shows that you are willing to know how something works, even if you have no interest. I liked what you said about most people should at least try to build thier own engine. I've not done this and would not consider myself a good programmer, i get done what I need to get done. I've looked at engines (Terathons C4 is an excellent engine to learn from) and this is how I have improved my knowledge (Ogre is another that forces you to understand how to program effectively).
  8. I think this topic has some very clever people on it, and some not so clever people. I am likely to fall into the not so clever people. Game engines can help you make a game much quicker without worrying about what is going on underneath. There are many problems to this, one being you are stuck with that engine, example would be if your engine doesn't support a certain graphics card and later on you find out 60% of your user base use that graphics card (that's really just bad market research). In this scenario you would have to accept losing potentially 60% of your sales OR go back and rewrite the game in another engine that supports your users. the other side of the coin is you don't have to spend a large amount of time or employ programmers, to go and write these libraries for you. This can potentially save a lot of money and time. I am in the camp of you use the right tools to get the job done. If that means you use GameMaker or Notepad to get your game running then use them. If you think you need something a bit more advanced then go seek that. It's definitely more important to know what is going on under the hood, although not essential. If I was paying someone to be a Senior Java programmer and found out they only knew what they read out of "Jave for beginners", I'd be pissed.
  9. [quote]Can you explain how your microwave works? And if you can, does it make you any better at using it? How about the internal combustion engine? Forced air heating?[/quote] As a programmer, it is your job to know how it works. I am not a microwave technician or car mechanic but if I was and came to fix your microwave or car wouldn't you want me to know how it works? That way if it is a problem out of the ordinary I would have a much better chance to fix it. Would you drive a car fixed by someone why it needs fixed, but not how? You would quickly find yourself becoming an unemployed programmer/mechanic/engineer if you only knew why but not how. Nobody would hire you. Try using that analogy you gave in an interview and see how it goes, I suspect not very far.
  10. Essentially, use the right tools for the job
  11. Game engines provide libraries that give a solid (in most cases) set of code. It is probable that this is tested and therefore you don't have to worry about the possibility of bugs 9or that is the theory). Scripting engines make it easy to get a game up and running using minimum effort. However you are stuck with thier code (unless you have source). People will use these engines because it gets them to where they want to go quickly. Others will build thier own engines as they want to have a clean pipeline that is built around thier needs (e.g. trying to get a FPS engine to make a RPG is not that efficient) and is efficient. one example would be an artist who wants to get a demo up and running, they would use a game engine, 99% of the time it would be Unity.... What you have to remember is it is easy to spot a game by the engine used as the rendering is the same, in my opinion.
  12. GameMaker will get you so far but it is a general library. game engines are there to give a solid foundation to build your own game. There are many differences between the engines (cross platform, scripting, etc). Basically a game engine takes care of the fundamental (networking, inputs, etc) but you can build upon these or take them as they are. Major differences are some engines give you source code so you can get right into the code, others (like Unity) you get no source access so the scripting is the only control you have. If the scripting doesn't have access to an API that you need, tough. There will be posts to this that will expand, or correct what I have said, but the general issue is that to build a game from nothing on your own will take a lot of time as there are so many elements for you to learn and develop. Game engines simply give you a base to use the core functionality or build from it.
  13. 217 books, providing they are over 200 pages each with font size less than 10pt. How many books? Bit of a strange question...
  14. I think that you have to state from the start anyone leaving would not get any share, or that share would be subject to the whole teams agreement. The other option is to assign % share based on the responsibilities from the start (it's your project so you have final say and anyone not agreeing can leave at the beginning or put up with it). I think agreement at the start is the best path. The other option is not to give any of the revenue away but plunge it all into a 2nd project and divide the studio between all the members wishing to work on a 2nd project (any new people who weren't involved in 1st project get half the share anyone else get's). [quote name='Zethariel' timestamp='1300887632' post='4789493'] Thanks for the feedback! @forsandifs - that is an interesting idea, but per contribution basis isn't exactly fair IMO. One track might be great and get approved straight away, while the other might require several polishes and refinements before it reaches it's final form. And both of them would be worth 0.001%? Anyway, I asked a few friends that have knowledge of law and it now seems a bit simpler - we could entitle one person to sell the work on our behalf, then deduce tax from that income and hand out the money like normal friends do with one another. The true problem is, as you guys pointed out, how much to give and what to make of people who leave half way. Now that I think about it, I guess I was right to place the sentence "should the project generate income, new rules should be established and the old ones (for non profit) made void". Still, there are way too many variables (especially with remote work), so IMO such a system is really hard to grasp and make everyone happy. So yeah, some projects that will make money will trully become a battlefield for profit... I'll have to rethink all the stuff and maybe trust my first ideas yet again, to make the game free to play and then decide on additional payed content. Then the work would be treated differently and with more detail than the already started and messy-contributed-unsolidified-team first game. Even so, money creates a lot of problems, hopes and time-consuming thoughts [/quote]
  15. No they don't. Just kidding. Generally they do unless it something been asked a million times (e.g. what's the best engine <--- answer to that is 99% you pick the right engine for the project)