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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.

red_codec

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  1. How much would the average salary be, for say, a programmer who has 16 years of experience but who also have no experience with making games?    Thank you for answers, they are appreciated.
  2. I'm from Singapore.   Corporations get numerous benefits here I think.
  3. Er Tom, did you ever write a guide specifically on 101 plans for succeeding commercially for a new indie game title?
  4. Hi everyone,    Thanks for the feedback but I think I've found my answer.   I think LLC is the way to go, not sure if its the same in other countries but LLC over here has many advantages, including:   1. limited liability 2. certain tax exemptions   and many more goodies!
  5. I do have knowledge about this as I studied business at one point. But I was curious as to what is the 'common' structure most studios adopt in actual practice.
  6. Hi Simon,   Yea but under which structure should a small indie team use? sole proprietorship?
  7. Just a simple question about the legal business structure of game studios.   For most game developers, they have some kind of name for themselves. Such as 'interplay', 'black isle', 'square soft' etc.   Obviously for the big studios they are a company / corporation.    What about small indie developers? Do they simply trade mark their studio name and have no registration with the government?   Or do they at the least register a business under sole proprietorship / partnership?   I'm curious, thanks for feedback! :)
  8. Wow thanks everyone for so many responses and support!   I like Tom's idea of self publishing and self marketing. The only concern to this is, the game is currently self funded, and I am paying alot out from my own pocket.    I need try to recoup what I spent and not to mention earn a tiny profit at the very least to compensate for all the time and effort spent developing the game.   I am afraid of failing commercially if I go on the self publish/self marketing path. 
  9. Hi everyone. I need advise and have questions concerning the subject of publishing a browser game.   I'm being told marketing is important and if you worked with a publisher, maybe kabam games? they could help you with that.   However I don't understand where the benefits are coming from in such a case. Most of the games seem to be marketed through facebook, I hear you can simply put your app up there for free?   So if games put up on facebook for example is being advertised automatically simply by being on facebook, what is the point of having a publisher's support? How exactly does a publisher help in terms of marketing in specific terms?   Pardon for any ignorance and sincerely hoping to learn, thank you!
  10. Hey Tom,   Thanks so much for answering so many of my questions on this forum :)
  11. Hi Tom, Sorry I did not phrase my question properly. I did read all those links you provided, excluding the comments to them.   The only question I still have doubts about is,   2.a. For submissions to publishers, do publishers expect a complete GDD?    I mean besides the other documents they expect, GDD being one of them, but for the GDD alone itself, does it have to be fully complete? Can it be perhaps 95% complete with a few rules omitted or incomplete?   Help appreciated thanks.
  12. Hi Tom,   Thank you for answering the above.   I have follow up questions please.   My game design document, isn't fully complete, although it would say it is 95% complete. There are a few minor rules which are not complete, I also continually edit it as the game development goes.    My questions are:   1. Is it possible to copy-right not totally complete GDDs like mine which I described? Would the copyright apply even after I make some changes to it?   2. For submissions to publishers, do publishers expect a complete GDD? Or would it suffice to simply give them a document detailing the game concept and main features which distinguish it?   3. Publishers seem to be outside my country. Would my country's copyright laws apply if I send my documents outside my country to the publisher, who exists outside my country's boundaries?    Hope to find more answers, all help appreciated thank you.
  13. Hello friendly community again!   I need some advise and would like to learn more about how to pitch a game as well as aspects of marketing.   Mine is a browser game that is WIP but will soon come to completion.   I hear marketing is very important, I was told by a developer friend its a good idea to split profits with a publisher and leave the marketing to them, because I lack experience in marketing.    My question is, (1) is marketing imperative to making sales for the game? (2) how difficult is it to market successfully without experience? (3) Is it then a good idea to find a publisher to handle this?   The next aspect I would like to learn about is pitching. I would like to raise a small amount of funds for the game's development to share risk.   My question in this area is, (1) how does one choose which publisher (i assume its a publisher i should approach) to approach? (2) do you always need a formal professionally made business plan to pitch your game to a publisher? (3) how do you pitch your game's ideas to a publisher without risk of them rejecting you and taking your ideas for their own after?   Thanks for reading my numerous questions! Much appreciation here and many thanks for any questions answered! 
  14. Hi people, I have a question related to game programming I hope I can get some answers for please.   A programmer friend of mine told me that adding additional programmers late in a game's development does not speed it up, instead it slows it down. The rationale behind this is because there are many codes developed by the time we are late into a game's development, new programmers entering at this point, may not be able to become familiar with the codes already built such that they wouldn't do anything that might break the code, create codes inconsistent with the existing ones, or develop codes in such a way that creates performance bottlenecks (eg. too much memory, cpu etc).      May I know if his opinion is accurate?   I welcome and appreciate any feedback, thank you all in advance.
  15. Hi orymus3,    Many thanks for your answer. No one else else offered one!