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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.

DevDave

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  1.   Thank you!   This is what I was looking for. I love the movie script analogy because I think that it most accurately describes my situation. Of course, while 'filming' some of the script will be changed, but the script 1.0 is done.    So, seeing as I have no actual development experience, I should find a team of (possibly independent) developers and then find an individual or company to sponsor the resources for the development? I am aware that if someone invests the money for the production, it is likely that they'll be asking for something around 99% return on all future profits, but I don't care; the important thing is that my name/logo appears on the finished game. I've come to realize that good ideas for games are actually extremely easy to come by, it's the implementation and good management of opportunity cost that makes the difference.   Best, DevDave
  2.   That depends. What is your business idea for when the game is done?  You assume we know, but we don't.  We can't. Some possible business ideas: - Self-publish, making this game your source of income - Self-publish as a sideline while continuing your current career - Self-publish as the first game of your new business (your own game company, a developer-publisher) - Pitch the game to established publishers, with a view towards becoming a developer (your own game company, a developer) - Pitch the game to established publishers, then take the money and retire on a South Pacific island while you're still young   What steps you should take next depend on what your business idea is.  Most likely, you should start by writing a business plan. As such, I don't think this is a Production And Management question.  I think it's a Business question, so I'm moving this to the Business forum.     Thank you, Tom. Your insight has been very helpful.   Please let me elaborate further on these possible scenarios so you can gain a better understanding on what I'm actually asking.   Firstly, if I had the resources to complete the game myself I would definitely launch my own game development company. I'd market the sh*t out of the game, starting with a full-blown trailer on YouTube, followed by handing out early/closed beta's of the game to video game review websites/magazines. I'm fortunate enough to have some connections in that department, so it shouldn't be a problem. My plan would be to generate lots of buzz for the game before its release (the details of how to do this I will not share publicly).   It would be nice if the game went on to generate a gazillion dollars so I could buy my private island in the Caribbean and sit on the beach smoking grass all day. But that's not going to happen. I might be relatively young, but I'm not a fool.    I guess that with these hundreds of pages of data that I have compiled, I'm already making these assumptions: A) I will not, in the foreseeable future, be able to afford developing this game independently. B) It will be close to impossible to find a team willing to put in months of hard work for a 'possible' future paycheck.  C) If economical shortcuts are taken during the production of this game, the whole thing will fall apart and will not generate enough revenue to cover all the costs.   So, I guess my real question is: If I want to see this game get developed, what should I do? Who should I contact?  I'm pretty sure you can't just show up at a game development company and give them the game design and say "Make this for me!"
  3. Hey y'all.   So about a year ago I had a really, really good idea for a game that, from a marketing perspective, could really take off on the market due to the fact that it fits current gaming trends. Not only that, but it was also on a genre/topic that I am extremely passionate about and would fill my little young heart with immeasurable joy and satisfaction. In addition, it would contain some doable game play elements which are pretty damn original and gamers, such as myself, would love.   It only took about 5 minutes of browsing online until I found that one can not simple jump into game development with an idea and a couple thousand $$$. I was heartbroken :(   Nevertheless, I started researching game design and over the past few months I've been writing, writing, writing and writing some more in my free time. Looking at that document-filled folder today, which I poetically and originally named "Project X" (working title, obviously), I found that I've basically got the game down to a science.   Not only do I have a specific descriptions of all gameplay elements, such as characters, enemies, items, backgrounds, plot, goals, challenges, etc... But I've also calculated and designed the technical stuff, such as the damage rates of different weapons, character progression, amount of experience points earned per kill and more. I've made sure that all the 'technical numbers' were pretty balanced out, so that game progression is not too easy but not too hard. This aspect probably gets perfected as the game development proceeds, but for now it is at a more-than-acceptable level.   Heck, not only have I calculated how much artwork would be needed and the number and type of animations, but I've even hand-drawn and scanned the playable map including all the details. I've found an awesome, epic song to be used in the trailer and contacted the person who sang it to request rights to use that song. I've even composed some music myself for the game, using Ableton Live 8.   So with all of this drawn out the next logical step would obviously be getting a team together and starting to work on it. The problem is that if this game is to be done properly, I've estimated that the development will cost between $500.000 and $3.000.000 USD. THAT is a BIG problem.   You guys got any ideas on what steps I should take next?   It just seems like such a waste of time and creativity to give up on something I've worked on for months, something that if marketed correctly (and yes, I'm in marketing) could become a potential blockbuster (and yes, 99% of people think their idea is a potential blockbuster but I have the good fortune of being very familiar with all types of video games from firsthand experience, as well as knowing quite a bit about the industry).   Cheers!