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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 viptampa

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  1. [quote name='kseh' timestamp='1339191464' post='4947499'] Just to ask an obvious question, is there maybe a bottleneck somewhere? Are there people that think they should be waiting for something to be done before they continue with their tasks? [/quote] I'm not sure where the bottleneck is currently. I know the GDD was a bottleneck for a while, but after we resolved we still had a lack of progress.
  2. Hmm. Well here is what I use. 1) Team Speak for team voice meetings 2) Skype for one on one IM on the days we don't have team meetings. 3) Email for communication that needs to be documented 4) Trello/Cohuman/Wunderkit for PM/task management depending on the project style. 5) SVM for versioning/document/asset storage 6) Dropbox for backup of above files 7) Group Forums for a general hangout.
  3. Could be difficult at this stage, especially since I guess this would be considered a 'hobby' project since no one is getting paid for the demo. Even more so difficult since we have collaborators from around the globe... (USA, Canada, England, Sweden, Bulgaria, Australia), some of which are 17, which would make the agreement unenforceable for those younger individuals in the USA.. I can setup an online form which I have everyone fill out and agree to and have them write out their initials as a signature. (or other simple identifier). The question I have now, are you recommending it as a 'motivational' tool or a legally binding agreement to protect myself?
  4. [quote name='Tom Sloper' timestamp='1339167042' post='4947382'] I assume that you have not gotten everyone in the team to sign a collaboration agreement. I hope I'm wrong there. [/quote] You are not wrong on your assumption. I inherited this project as the originator landed a job at Bethesda. It was either step up from dept lead to project lead, or let te project die. I didnt want to let a lot of man hours go for naught, so I stepped up and organized the project better and have been trying push things forward to get our demo done. [quote] Have you talked with each member of the team to determine what his or her motivations are? Why he or she joined the team in the first place? You need to know what each member of the team hopes to get out of the project, so you can apply motivational techniques. [/quote] Yes and no. Yes I've asked each new member I've recruited, but no to the old members. The reason of each person varies, but in general it's to add to a portfolio or help others. [quote] Do you have a website, a central repository of team information? Do you do regular team communications? [/quote] Yes and Yes. We have weekly team meetings via TeamSpeak on Sundays and another team Meeting on tuesdays for the international devs. We do have a website, however each person int listed yet as they have not provided a bio. www.frakturedgames.com It's something I'll need to followup on.
  5. Ok, can you make a suggestion for me to test? I'm open to anything. I've emailed the team, keep updating our project management system with back end, recruitment updates, and tasks that have been completed/assigned. I've written out more backstory, updated the website with game dev bios, and even allowed time for a dedicated team meeting time for our international devs who seem to miss out on the domestic team meetings.
  6. Hey everyone, I've been managing a udk game project for a few months and it seems that my team has lost momentum. (Its a single map UDK demo) I did a survey and in short the trend from the team members seemed to be 'I don't see anyone else doing anything, so I don't feel like doing anything'. The GDD has taken a while to flush out which I can understand can take some wind out of the sails during the prepro. (I try to live by its a living document and update it daily based upon questions that need to be answered.) I've recruited some replacements for those that seem to be uncommunicative for the past month, however I don't want to repeat the issue. Any suggestions? Any questions I need to be asking myself or the team?
  7. Yea, trac looks OK, but doesn't look like what I need to administrate the SVN repos. At this post, I'm about to learn more about linux shell scripting and make my own batch code to add / remove users and create repos. Sigh, besides UberSVN, there is nothing out there that is A) Updated consistently. B) Supported. You'd think with SVN being 10+ years old, someone would have come up with a decent web interface for it that can be hosted on one's own server.
  8. [quote name='frob' timestamp='1334814174' post='4932695'] For windows, VisualSVN is pretty good. [/quote] Yea, sigh... I'm using a linux VPS. Any other recommendations? I've tried to install SVN Manager ([url="http://svnmanager.org/"]http://svnmanager.org[/url]) but can't quit get it to actually create any repos. sigh.
  9. BTW, does anyone have a recommendation for a GUI admin tool to easily administrate users, groups, and repos? I tried USVN (took a while to configure the vps to actually work with it), but it did not have enough options for what I needed.
  10. [quote name='ApochPiQ' timestamp='1334097596' post='4930025'] BitBucket provides free private DVCS accounts, by the way. [/quote] Sorry for my delay in response. I've been doing more research on the issue and it seems that SVN stores changes using deltas, which reduce the amount of spaced needed for binary files, so my worrying about space seems to be negated by this if we can keep the raw asset files under decent control. (which shouldn't be more than 10-12-GB max), Thank you all for your great suggestions. I like the idea of both GitHub and BitBucket, but that's additional expense since we have 20+ users that we need to have committing to the repos. I've never delt with public repos, so I'm unsure if 'public' means they can be committed by anyone, or just people I assign... because it'd be catastrophic if a stranger made commits and we didn't realize when.
  11. ApochPiQ, because we needed a dedicated VPS for other reasons to consolidate costs. If we were to break up our services such as TS, Webhosting, and GITHub for business, we'd be paying more than what we're paying now with more auditing / financial tracking issues. Since I'm fronting the cost, I need to keep things as streamlined and organized as possible. Plus we've decided to not go with GIT, we decided that SVN is best for our specific needs. Ravyne, Like you said, I cannot predict how much space we will need, so how can I know how much is sufficient? This is why I want to control revision history. Are my requirements that demanding? Harddrives weren't always multi-terabyte and I can't imagine the designers of SVN wouldn't allow SOME control of revision history kept. I do appreciate you both for trying to get me on the right path though. I'm not ignoring your advice, I'm just trying to apply it to my situation.
  12. Hey guys, Thank you both for the sage advise. I'll give the short story. We had a lead coder who hosted our SVN for code only. He then disappeared and coincidentally at the same time our code became corrupt, unreadable. We didn't think anything about backups since the lead coder said he would handle that. Now we're starting over from scratch for the code... which is a terrible set back, but at least we have the UTClasses to start extending from again (yes, its another UDK project). As the scope of the project changed, I became the lead. I decided to personally invested in a VPS server to run SVN (or GIT/Mercurial). Since the VPS has a limited capacity (30GB), I need to be space conscious and only store a certain amount of revisions for the UPK's and raw assets. I'm going to research SVN a bit more and see if it can be setup like that.
  13. I recently had a change in role in an UDK project I'm working on and it looks like its my job now to organize the group more effectively. (Long story) One of the first things I want to do is get our code, UPKs, and raw content files in repositories. The code repo needs to be able to store several revisions (10 or more). The UPK repo needs to be able to store up to 3 revisions The raw content repo only needs to store the most recent revision. (this is to prevent our repo from hounding all the space we have on the VPS) I'm not going to be macho and say I've done this before. I'm organize groups for my day job and know that only using dropbox has to stop. I'm not sure which repository program / programs will work best with what I need. Can anyone make a suggestion? I'm unsure if SVN, Mercurial, or GIT can be limited for the number of revisions allowed per repo. ~Sean