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      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.

Paul Franzen

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  1. If you're at a point where everything can still change, it might be a good idea to just use a code-name for the time being, and come up with a more permanent name that suits the game perfectly once you know exactly what the game is, and what it's about. 
  2. At the risk of sounding belligerent, why would it matter if you're local? This doesn't sound like it's the case for the OP, but if you're not asking the company to front any costs--i.e., if you don't ask them to cover a plane ride down for the interview, or hotel costs, or moving costs, or anything like that--what difference is it to them?    (I'm not disagreeing with the reality that it does make a difference; I'm just not sure I get why.)
  3. Actually, yeah! I use CCPG Solutions for my website, GameCola; their pricing is good, and they're very responsive if I ever have any issues or questions. Thumbs up.
  4.   Oh my god, I'm so thankful I'm not the only one.   To reiterate other responses: I don't look at those names and think "yeah, that's a game I want to play" or even "that's a game I want to learn more about." Maybe as a subtitle, but not as the game's actual name.
  5. Another shout-out for visual novels. They're not all totally linear; games like Hatoful Boyfriend, as ridiculous as its premise may be, is all about playing it again and again, making different choices each time and watching the story unfold in different ways as a direct result of your choices. 
  6. A little off-topic, but If you're interested in seeing how the developers themselves expanded upon ZAMN, check out the two little-known (or at least, I only found out about them a couple of years ago) sequels, Ghoul Patrol and Herc's Adventures. Could find some inspiration there! (Or perhaps some lessons in what not to do, because I'm not sure people actually liked those games.)
  7. Laugh if you will, but as a fan of pro-wrestling I've found that to be great background material--nobody's saying anything that you need to fully focus on, and if you look up every now and again you're bound to see somebody doing a cool backflip and then kicking someone else in the head.
  8. [quote name='Muzzy A' timestamp='1355978440' post='5012705'] Well... I'm still in school for a few months, so I don't think I can apply right now. [/quote] Don't be so sure! I started applying for (chiefly non-videogame, but it's still relevant) jobs at the beginning of my last semester at college. I sent out something like 70 applications; the job I ended up accepting, I was offered in April, with a start-time in June. I'd suggest whatever you do, start doing it soon.
  9. IMO there's nothing wrong with getting a framework in place, with placeholder art, and then contacting an artist later on, after you've made significant headway. No need to get someone else involved until you're sure that 1) the project will work out, and 2) you'll stay motivated to see it through to completion.
  10. If I'm using my netbook on the couch or on the bed or something, I'll usually bring a mousepad or mousepad-like substance along with me, and use the mouse on that. Something solid and inflexible, like a big textbook, or (for me personally) the mousepad that came with Mario Paint on the SNES.
  11. [quote name='Kaze' timestamp='1355339472' post='5009923'] If even the fans say its just a story delivery mechanism what is the benefit of making the player click mash every pixel and use every item on every other item to make the plot continue. [/quote] If you're playing adventure games that way--either you're not actually trying to solve the puzzles, or you're playing the wrong adventure games, my friend. (Pixel hunting hasn't even been a thing for like half a decade; most modern adventure games include a hotspot highlighter specifically to circumvent this problem.) I like the stories when they're good, and I like using and combining items in clever (and frequently funny) ways to solve puzzles. All it boils down to. One more quickie argument in favor of adventure games' modern relevance: [i]The Walking Dead [/i]was Spike TV's Game of the Year for 2012. Say what you will about the quality of the VGAs, but I think it says something that an adventure game was able to win such a high-profile, mainstream award.
  12. If you're looking for someone to collaborate with as a writer/designer, you could try posting on the Help Wanted section; maybe you could find someone to handle the parts of the project you're less interested in.
  13. Would this game/program be interesting to him, or is it too low-level for him? http://primerlabs.com/codehero0
  14. A couple miscellaneous pointers from my own experience: - Agree to timelines up front, and don't be afraid to push people to stick to them. I once had a very small project derailed for months because nobody was on the same page about how quickly things needed to be finished. Basic coding was finished well before the art came in, and the project came to a standstill while the programmers waited for the art. If the artist or composer or whoever can't stick to the timelines, dump them and find someone who can (although be sure to let them know, otherwise you could wind up getting a new background from them weeks after you've already implemented one by the new artist). - Don't just work with the first person you come across who has a nice portfolio and is amenable to your project. Like Keith said, shop around; on these forums alone there's plenty of artists looking for a new, fun game to work on. If you can't afford to pay, then your options are a little more limited, but there's still newbies out there who just want the experience (and their name in the credits of a completed game). Hope that helps!
  15. I'm not sure I can speak for the law, but I'd like to echo general consensus and say--yeah, you're better safe than sorry and should probably change the name. Even if you don't get sued, naming your game "Dagorath" could hurt your Google-fu if there's another (somewhat popular) game that already incorporates that in its title.