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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.

Markus Hanka

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About Markus Hanka

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  1. Developing games might be considered by a lot of people as a dream job but it is none the less a job. Everyone wants to have a secure income. It is a big risk to do something completly new and innovative. A risk most people don't wan't to take when having to provide for a family. As long as there are enough people buying sequels, these games will be made. Don't blame the publishers and even less the game studios. This has nothing to do with a lack of integrity. You are still going to college living a relativly carefree live (though you might not know it). Easy to occupy the moral high ground. If you have a lot of money you can try do go indie right from the start. Though I don't recommend it because there is a lot to learn at those "profit oriented" gamestudios.
  2. one more: Fantasteugenics
  3. The Magic In Breeding
  4. It is really hard to find someone you can trust over the internet. How can you be sure not to get ripped off? Contracts? This gets complicated when people are from different countries. Additionaly there are too many idea guys. They have no experience at all, don't finish their projects, aiming far too big. Sorting these people out takes time. Usually you have to pay people for working on a project that is not based on their own idea. For me as an artist I feel the most assured if a programmer/designer is paying me. Ideally he knows what he is doing, finished a few games, knows how to make money out of it, works with placeholder graphics and sets a exact schedule with multiple deadlines. But I wouldn't mind to share a project with someone, sharing the revenue. It would be nice to work with someone in synergy for 2 or 3 months and selling the game afterwards for example on flashgamelicense.com. By the way, what is going on with flashgameart.com? I can't login since i signed in. I wrote a mail. The answer was vague, something about architectural changes which will take a few weeks. So in the past weeks I wrote to some guys and received some inquiries but often enough these people just stop sending emails at some point and I have no idea what is going on. Have they found someone already, are they cancelling their project or did they die? I have a lot of experience and I am at a point where I have the feeling that I know exactly what I am doing. I also consider my rates reasonably priced for a freelancer. When I worked at a company, making games together with professionals, sitting in the same building, getting a salary and so on, everyone was determined and behaving decently. No bullshit. But over the internet? I still do not know if it is the internet or the people but so far I feel somehow disappointed. Well, I still hope to find someone to work with over the internet, building a trusting relationship and making financially sucessful games.
  5. Hello, I think with your skills you would be a perfect fit for a small mobile or browser game developer. And if you can show a finished game you can expect to get paid right away. Or at least settle with a fixed date to decide about your future and a decent wage. Likely you will earn less money as at your current job but I can't confirm these horror stories about working overtime. I worked for over three years as an artist for a mobile game developer and I never had to do any overtime. And there was no nitpicking either. I was always thankful for critic even if it was unnerving. I noticed soon that in the end it made my work always better. It is important to be able to work in a team, especially in a creative environment. And for a future employer your age is a sign that you already developed a mature working attitude.