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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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  1. Hmmm, technical writing, and team managment seem to be the biggest thing, as I need to make game designs that everyone can easily understand, but also want to learn art.
  2. It's more which subject to start with, as I can't learn all that at the same time.
  3. So, I'm trying to learn the skill sets a designer needs, and I know I need to learn everything, but I'm trying to figure out where to start, on which subject and such. Is there any advise on the matter?   So far this subjects I believe I need to learn are: business, team management, basic programming, technical writing, art, both 3d and 2d, the unity engine(as that's most of what I'll be working with), and algebra/geometry.   Any help would be appreciated, as well as suggestions on other subjects that I really have to learn. 
  4. That would help a ton, I just don't think we could afford the $20, unless the frames in the animation are too high.
  5.   She just graduated from college, not a grad student, and 25K is my grand total budget, for everything, so I doubt I can pay more than 10k for a art budget, and that's pushing it.   What she wants is $20 a frame, for a frame by frame, 2d sprite.
  6. The art isn't that great, I either think she wants AAA studio prices, she's pricing it on hourly, which means she might not be that fast and still cost me a lot, or her inexperienced(fresh collage grad) is making her ask for the price, I'd probably note that my estimations with her price at $20 a frame would likely leave me with the price of $8000 for one sprite, making a few assumptions on the design of the sprites and what she told me.    I got to that price based on, $20 per frame x 10 frames for a animation x 8 for the isometric directions x 5 animations(the max I feel the dragon could possibly need), this of course does not include unforeseen circumstances such as having to backtrack for some reason.   Are you saying, freelance, a decent artist should cost around 9000 for all the assets?   (I'm still noting that I'm looking for what to pay a 2d sprite artist, possibly doing it frame by frame, though wondering if I should switch to the 3d model to 2d sprite method, I'm told that's cheaper then frame by frame)
  7.   I would love to find a artist that likes that sort of deal, but I think it's too risky for most artists, even if most indie titles tend to be risky by nature.
  8. Textured? Wouldn't they be textured just by virtue of being made? This is a 2D game after all.
  9. Hmm, A single dragon asset, 2-4 human assets, around 3 animals, a ground tileset, and some common background assets, like trees and rocks.
  10. Hello, I've been trying to figure out what kind of pay would be reasonable for artists I'd bring on, I'm not sure as some artists have asked for some very expensive payment (up to 10% of the gross profits of the game.) but also some mid to pricey pay rates, so trying to figure out things like, should I bring on someone wanting to be paid say, $20 a frame. But also would like to figure out other rates, and how high I could go as far as paying a artist on that budget.   For some further information, the game is a 2D isometric game, with a few animations for the protagonist sprites, the budget, right now, is about $25k or so.   Edit: forgot to mention,$25k is the grand total budget, so I have to use some of that to pay programmers, the composer, the engine licence, and have some set away for emergencies.
  11. sounds like a artist experienced in the field, those get expensive I bet, XD
  12. might of fit better in team management in the business forum now that you mention it, it's more figuring out how to allow the artist to implement my design, what I need to write down so they know what to draw, and then the process they need to follow to create the assets(like the steps needing to be taken I think?)   I'm wearing a lot of hats, so can be hard to tell where something fits in terms of where to ask, sorry about that(I'm also pretty new at this as well.)
  13. Hellos, I've been having a bit of trouble working with visual artists lately, mostly in trying to figure out my process in working with them, and the process I should have them doing in terms of steps to making the game art, would you guys have any advice? If feels like my inexperience is slowing things down too much. >.<
  14. Well the dragons are sitll one species, the game wouldn't' work the way we want otherwise, another issue is why dragons would have all these differences, if there's no reason, that lends more to high fantasy then to the low fantasy type game I'm going for.
  15.   That's the plan already, it's what kind of elements that I'm trying to figure out. It does not help that my game doesn't really have 'primary' character in that sense, the game is very RTS like, so you'll have dragons joining up at random, you'll be convincing some of the dragons not already in your group to join as well. In addition, each playthrough will have the dragons you start with look different, that's where randomly generating each dragon element comes into play.   This is more a aesthetic issue, do I want there to be dragons with so many different attributes that it looks like there's several species of dragons, or make it subtle, make the race look unified, and base it on real world differences within species, mainly size and shape of certain parts of the body.