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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 Jramir

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  1. [quote]and if they don't reach the target? Keep the software on their HD wasting the entire investment?[/quote] Well, thinking from a cold-bloded point of view, i guess they could whathever they want since this is a voluntary "donation" and they still abide by the conditions they put upon themselves. On the other hand, from a moral point of view we start entering in a controversial territory. Considering that some indie games are able to take five-digit investment numbers using this idea as a "scam" could earn you a place on the black spot of the video game industry for life. Assuming all of this is legal of course. [quote]I thought about doing it the other way around: Release it as paid software, until the target is reached, then open it up.[/quote] The point of this idea actually is: see below. The real point of this is that this method is imune to piracy. If the game is not available to public until the developers earned their achieved money goal there is no way to pirate it. And once released it is as equally available as any pirate leak, in fact is better from a "tinkering/modding" point of view. In fact this could not even be a game, it may be an engine with an example attached. And considering the idea of "losing control" of your creation this actually would be the whole point of the release. Well, how about that?
  2. Well, I basically had an idea and wanted to see if it is realistic from a legal point of view. Imagine that a company develops a video game, but instead of publishing it, it gives the game an "economical value" that they think is adecuate to cover the invested resources. Then they make a public donation site with the goal of earning this quantity from people who freely donate money. Once they they achieve the goal money, they release the game with an open source licence. How about it?