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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. I agree with the sentiment above, I think you've got to think about which pieces of the game are really unique and appealing, and then how you can build a small game around that to start. For instance, the Spore spaceship creator sounds awesome, but it's not key component of the game and frankly 80% of the functionality is easily replaced by stock "ship types" with customizable weapons/armor loadouts (see Galaxy Online II on Facebook for a good example of this). You can cut that out Try to boil it down to what's actually unique and you'll be a lot better off doing it yourself
  2. Not to plug my own post here, but seriously go read this: http://blog.betable.com/how-to-succeed-on-kickstarter/ There's a lot of tips there that are applicable to your project. I agree with the above comments as well that the story needs work. When writing a pitch, try the following format:[list=1] [*]Attention [*]Interest [*]Desire [*]Action [/list] So it would be like[list=1] [*]What if Mars was not always a desert? [*]The fact is: it wasn't Mars was destroyed 50,000 years ago when it's human population destroyed the ecosystem and stripped it of resources. [*]Now you have the chance to go back in time and save the planet and it's people from extinction in a massive, open MMORPG. [*]Act now to make this game a reality. [/list] See how that defines the pitch? That's going to be a much stronger sell than the simple story, but doesn't leave the story out of it.
  3. I agree with what was said above, incentivizing clicks or trying to "tweak" the advertising model in some way will usually get you kicked off of those services. The weeded out all of those arbitrage scenarios a while ago. Instead, I'd recommend looking at new monetization methods, such as:[list=1] [*][url="http://kiip.com/"]Kiip[/url] - real rewards for virtual achievements [*][url="https://developers.betable.com/"]Betable[/url] - add real-money gambling into your game [/list] Shameless plug, I know, but our goal is to help solve this problem
  4. Hey turch, thanks for referencing the podcast post from our blog I think the biggest tip I can give you is to find communities relevant to your game and be straightforward with them. Say that you've been working on the game for a year, think it's something they would like, and ask them to try it. These communities can be on Reddit, forums, or otherwise. Use social media (Facebook, Twitter) not just to promote your game but to engage your fans. You've got to do things like in-game contests, giveaways, and cool pictures/videos to make the social content something people actually enjoy. The goal here is not to spam everyone about how great your game is, but actually create a community of passionate fans around your game. From there, you're off to the races Good luck!
  5. While I commend you for trying to be creative, this sounds like a scam. I would proceed extremely cautiously If you want to pay for players, I think you're much better off purchasing incentivized installs from big companies such as TapJoy. These are reputable companies with significant publisher networks that can push out your game, so while you may be paying a fair amount, you know they're legit. At that point, if you've made a good game, the people they drive to your game will play it
  6. Oi. Why does Live105 (the indie rock station) keep playing Avici - Levels? Like seriously, they follow it up with Red Hot Chili Peppers. Wtf?!
  7. So.. Brandon Morrow is on my fantasy team. After two shutouts in a row, he gives up 6 runs in 2/3 of an inning for an ERA of 81.00 HOLY fark
  8. I would start by trying to look for free game art from a couple websites, in particular http://opengameart.org/ is amazing. You can check out a full list of free game art sites here http://letsmakegames.org/resources/art-assets-for-game-developers/
  9. Yeah, trademarking your game name isn't something to worry about now. If your game makes enough money that you'd be willing to hire a lawyer to protect it, then you can do so. Until then, don't sweat it
  10. Yeah I think this is kind of like "friendly fire" being always turned off in multiplayer shooters. Too many people were massive dicks with the feature to make it a good game design decision, even if it increases realism or makes the game more interesting.
  11. I think I need an entirely new desktop for Diablo 3 o.O
  12. Yeah, I echo the sentiment here that you don't need to rely on investors and funding to be a company. In fact, I would advise against taking investors money at all if possible. You can learn a lot moonlighting your game design company while working at your day jobs, and it'll keep money flowing in. Most developers don't make money off of their first few games until they get the hang of it. Then, if you build a game that shows some success, it's time to switch over to full-time studio mode and there's less risk. If you really have the entrepreneur bug and a killer game concept, then you should also look into Kickstarter. If it's a cool game concept, you can find people to pay in advance for the product. Either way, you don't need VC money to have a game company, and honestly the best time to get VC money is when you have a solid game with substantial traction. That way you can get your money's worth for selling a piece of your company Good luck!
  13. You can check the trademark under [url="http://uspto.gov"]uspto.gov[/url] and see if it's dead. If it is, you should be able to make a game and give it away as long as you don't see monetary gain. Now this doesn't mean you can make a game with that IP for profit, maybe you can but IANAL so I don't know
  14. Hey Pablo, Nice article, it goes over a lot of points that some game devs seem to miss. I like how you linked to resources for continued learning on each topic Tyler
  15. There's a lot of thought being put into location-based and augmented reality games that use the real world as a battlefield. Unfortunately, augmented reality seem to be a ways off (though companies like [url="http://angel.co/uwar"]Uwar[/url] are trying), and location based games have run into limitations of their own. I would read this article to get a sense of the difficulty and challenges presented by these games: http://somofos.com/in-defense-of-location-based-gaming/