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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 GninjaGnome

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  1. I’m curious to see how often a small team sets out with an overly ambitious game development project, and actually completes it. …or at least gets it to the point where it’s a playable beta or something. Really, anything that surprises you when you find out how small the dev team is. got links?
  2. What's on my mind?
  3. Poor construction may also be perfect construction is this case. We're ideally designed to be dependent on the environment we must create. We're smart enough to find a way to consume everything around us, but lack the ability to control our consumption. We even take pride in it individually. I guess that's kind of a depressing thought thou, so you could look at humanity as more of a balance to life. ..bit of a Taoist approach I guess.
  4. If humanity has a purpose, than, I'd guess we are the product of intelligent design. If that is the case, then who, or whatever designed us is pretty damn smart, so I'd assume that we are currently fulfilling whatever task we were created for. So, our purpose is to breed, consume, and pollute until this planet is inhabitable Maybe life is just this gross film that gets all over a planet every so often, and humanity is the scrubbing bubbles of teh universe. I figure we should have done something to finish our job in teh next few thousand years. ...it's not like the universe is in a rush anyway. So I'm gonna say we are anti-life, ...and god or whatever must be very proud of us ...and Conan is way off, cause killing people just slows down teh process.
  5. Just be sure to give credit where it'd due.
  6. And like a year later...what makes this topic "hot"??
  7. I've been thinking of starting an online tutoring service to help people learn how to develop assets for games. I’d like to get feedback from the community on whether you think it would be useful, and what it would be worth. The idea is to have a more personnel service that moves at the pace of the client, while working on assets of their choosing. Most of the interaction would be over Skype and use Screen sharing. Of course, I’m limited by the applications I’m familiar with (Maya, Mudbox, Motionbuilder, Photoshop), but I think the one-on-one teaching would make up for it. A basic work flow would be modeling, high rez sculpting, texturing, rigging, animation, exporting to the game engine. So, any thoughts on teaching others to make the assets for their games?
  8. It's a different type of thinking for 3d work though, don't be discouraged. ...I'm not very good with 2d stuff either:)
  9. What a waste of talent. This guy could have at been working on an fps or something. ...this doesn't even have a gun! [i]jkg: Thanks for the info..actually heading to indiegogo now:)[/i]
  10. I had limited success with the Brekel software. Desktop motion cap is a hard thing to get right, but if you pull it off and can develop a good way of integrating the data into the development pipeline, I'll provide a few characters. Character preview in real time would be a pretty sweet application. ...are you also suggesting real time recording?
  11. [quote name='Hodgman' timestamp='1334719737' post='4932353'] marketing team ... has a larger budget than the development team... [/quote] ..Is that total crap or what!? ...I wouldn't have believed that, but I just read a proposal from a company offering 30k for our game, and 50k for marketing. I know that's just good biz, but still, wtf? ...and so's not more derail, Skyrim. It was awesome technically, and had a lot of cool things going for it, but it seemed a little weak after a day of playing it. ....oh, and same for Spore.
  12. Depends on your definition of "fail" also. If the team keeps having to replace people because they improve so much they get full time work in teh games industry, I sure wouldn't call that a failure. Most likely, I'd guess that when a team realizes that they are working so hard on something they can never publish, it kills motivation. ...if they are not working hard, .. doesn't really matter who's IP it is. I only knew one guy who's actually received a "cease action" letter. Sucked too, as he had sunk quite a bit of cash into his project. ..[i].don't mess with Lucas.[/i]
  13. [quote name='alnite' timestamp='1333338476' post='4927365'] Er, 10.000$ annual fee or 1.000$ per month? [/quote] Yeah, I saw that part also. Seems odd to even ask that of someone without providing more info. I've pretty much written this off as BS, but I'd still like to know if anyone can confirm this. ..and also if we can confirm it is a scam, I'd like to know how to warn the game dev community.
  14. My team recently started a fundraising project on kickstarter. [url="http://www.kickstarter.com/projects/floppyent/lil-sherman?ref=card"]http://www.kickstarter.com/projects/floppyent/lil-sherman?ref=card[/url] Obviously, we're not off to a very good start, and we recently got an email from this A.I.M.A.group. [url="http://aimakickst.wordpress.com/"]http://aimakickst.wordpress.com/[/url] It looks a little fishy to me, and I'm wondering if anyone has had any experiences with this group. Any info would be appreciated
  15. Awesome game, but really time consuming and expensive. Especially if you get into customizing and painting up your forces. It's a very involved hobby.