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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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About FrankDanJohansen

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  1. To answer you questions:   1) How large do your documents get? Depends on the game, we are currently working on a 2D sidescroller game so it will probably not be 1000's of pages. But the dream project would be huge! (we have written a RPG storyline and only the dialogue and basic screen play are close to 1000 pages) A game designer should expect that he will need to write many pages before going into production and not just wing it. You would need a really tight knit team to wing it and work with people that know exactly what you mean all the time. But the bigger the team is the more detailed the GDD needs to be so that they don't have to run to the main designer with 1000's of questions all day long. I can update you on how large the 2D GDD ends up being at a later time.    2) Is every team member expected to read the whole thing? Every team member will get the GDD but they only need to read the part associated with their position on the team. I would prefer them to read the whole thing to get into the spirit of the game but is not a demand.   3) Is it living?  And if it does change, is everyone expected to re-read it?  The GDD will be so welled planned that it will never change. it is there to keep development focused and so that everyone knows what needs to be done and what the end result is supposed to be. Ideas can change along the way if something doesn't work out but the GDD stays the same. You can write update pages which you can hand out if necessary. The MAIN GDD does not need to be modified or re written during or when the game is complete, that would be a waste of time when you are in the middle of production. Essentially the GDD  together with the art documents are like the blueprints or technical drawings (how something functions or has to be constructed)   I'm not saying that how I do it is the law because the reason this is even a question is because there are no clear rules, how a GDD looks and what is in it is up to the Game Designer in the end. But I feel that having a solid foundation will be crucial when you are in development.   We don't have a dev team or the capital to back one up so when the doc is finished we got the back bone to hopefully start getting a dedicated team together. It all depends on the individuals and the community if the game will ever get made but if it ever does then I would love to be able to share the GDD with the community.  
  2. The game design doc should include everything about what the game is, what it will be, description of all concepts (characters, gameplay world ++) complete story, screenplay, dialogue. It does not need to have the artwork. Concept art should be a separate document. Basically the design document should be so detailed that any company or dev team can pick it up and make the game.
  3. We have great Ideas for games but no development team to back us up :( Which is probably the case for most lol!
  4. Thanx for the replies and suggestions thus far! I believe that the gaming community should really focus on knowing what goes on by communicating about projects  that aims for greatness so that they don't become lost dreams that never see the light of day. And for those interested in our music we have made an add on this site here     Frank
  5. Hi, I was wondering if everyone here could help me find and make a list of indie game developers and indie games in development because it seems hard to actually find them in order to be able to help them out with awesome music and ideas! Maybe there is a site that always has a list of games in development or something that would make it easier to actually get in touch with the creative people  in order to get together and make AWESOME games!    Thanks!
  6. THE DREAM: Create a 5 part EPIC ActionRPG with the best story, music and design!
  7. Well, I don't like No's haha. Speculating: I think this area is put out as so chance-less, that the game companies and the industry in general has us JUST where they want us indie game developers. They want to water out the quality this way. And they do this so we can save time making our average crap, BUT.. as I said earlier, a true effort, I believe wouldn't go unnoticed. Sure a lot of companies have tons of in-house ideas, more than will ever be made and there's a reason some are made and some don't. As most of us know, the entertainment business is unfair, Stanley Kubrick's work on Napoleon never got made, despite his reputation and skill, because it was too great a risk, but other high budget movies were later made, by new people. Companies want to earn money, if they see a chance to do that outside of their walls, I think they would want it. There are also other ways to get attention from companies, if a demo goes hand in hand with a playable online mode where people can explore the game-play mechanics against each other, it could spark a wave of fans and active players that could show interest in a full game being made.
  8. A demo team is merely a fraction of people necessary to handle the task of making a full next-gen game. So, if a company sees a sparkling diamond shown in a demo, with great potential and documents of a business plan, full game design, music and scenario. They would never put together a team using man-power from their available internal employee list? If the problem is security, using available 'reliable men' together with the small team of 'obvious' anti-industry mistake-doers for the project would make it as stable as any other game being made. As most new games always have newbies/new recruits. Why can't the demo team be considered as the 'new' employees since skills are obviously shown in a demo? A lot of industry professionals tend to forget where they started themselves and how they came into the business, I don't believe every programmer in every released game knew every corner of the 'newest' engine when they started working on the game that later got released. Also I'd like to mention the fact that having the experience of making an actual working quality product with a team is probably in many ways more experience than a proof of education can say in many ways.
  9. Quote:Original post by Drazgal Quote:Original post by Andrew Russell Do publishers even fund unsolicited game projects from external people/studios these days? Yes, I'm working on one :) (although the studio is fairly well established) How much of a game did you make before you approached funding solutions? What were your goals? Did you start making a complete game, or did make a demo ready for presentation?
  10. I agree with you, I personally believe that people outside of the business can't afford a lot though, so the most realistic and possible way to show true skill and serious effort is by doing a demo. Ideas are far from enough obviously. In order to make a demo, you need all the documents ranging from the scenario, game-play system, details of everything that will be visually present equally to a game-design document. And to get the game funded by showcasing plans and a demo you'll need the full game-design document for the whole game ready as well. The package needs to look industry professional and needs to shine an undeniable quality equal to block-buster games. (Now I am talking console games). I don't think making a full-length next-gen game for representation is very logical unless one of the hobbyists are filthy stinking rich haha. I guess Xbox Arcade and PSN store games can be completed prior to presentation, but not full 3D games with 'everything' so to speak.
  11. This topic wasn't made for personal hope's reason, I just find the stats interesting, and that 1% can mean a lot, if you look at X number of movie scripts being written, and then look at how many of those are made into movies, the % is equally low, but a lot of talented scripts make it to the screen. 1 out of 100 games can make it, it's a damn good chance compared to the amount of crap going on around the web wouldn't you think?
  12. Congratulations man! Well done :D
  13. Let's try again hehe. http://www.sloperama.com/advice/lesson11.htm If you look at the grid of success on this site, it shows that less than 1 % chance of getting a game sold or made is the reality of the situation. If you look at this 1%, it's not such a bad odds, if you think about the hundreds of games started all around the world, online and offline by people... 1 in a 100 to me sounds damn good. Let's say one game of great promise comes along, I would consider a game like that to fill a greater chance of success since they are so far apart. What do you think? Post your thoughts, if you can, without only focusing on the: ''You have to be in the business part'' which is a barrier that should and can be penetrated with enough quality and determination. - Frank
  14. Q: "I have a great idea for a game. I'm not a programmer and I don't know anything about the game industry. How do I pitch it to publishers to get funding so I can develop it?" I stumbled across something. http://www.sloperama.com/advice/lesson11.htm Post your thoughts :D -Frank
  15. Ok, I see the message was moved here, thanx, hehe. Well, What I really need to know is, what are the best possible engines for a game of this size. both for graphics and gameplay, the whole picture so to speak. No need to just name freewares, just trying to get a complete overview here. SO basically what engines?, and what purpose they serve as well as what they are good at and not so good at. Or maybe just the names and what purpose they serve, I can always check them myself as long as I have the names :D Names like maybe, Unreal engine, The Vision Engine Thanx -Frank