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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.

Kevin Lam

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  1. Wow, this is alot of information to digest. I'll take these tips and find out my teams true strength's and weakness! I"ll keep you updated on this in the future!
  2. If you did it correctly it would be fantastic! Some examples you could take some level of inspiration from could be Fable, Knights of the Old Republic, Mass effect to name a few!
  3. [quote name='Tom Sloper' timestamp='1352393208' post='4998922'] That's not true. Everyone who's involved in the project has some kind of stake in it. [/quote] I was mistaken then, yes Tom you are correct everyone in my group then does have a stake in building this game. [quote name='Orymus3' timestamp='1352392028' post='4998917'] Note that I said "who" not "do you". If you don't have stakeholders, you still have people that will make the ground decisions. Are you the sole visionary of this project, or do you have any form of tech or creative input and direction from other members on the team? Who has a say, who has the responsibility, and who is accountable for these decisions precisely? This is a critical information before you can determine whether you want to structure openly or not. [/quote] In this design process, I am not the sole visionary everyone on the team is putting their input in and helping to develop the game. Because I believe having only one creative input has a tendencies to give a blandness, since my team is inter-disciplinary it gives a very wide range of design space to work with since everyone in the group has great ideas. However I am organizing everything, and have final say in the process, however I am very open to changes from my team. The person that is responsible for the group would be me, I am assuming responsibility/accountability for the group. I hope this answers your question, hopefully I'm not misinterpreting again.
  4. Yes I have made it my goal as project lead to get everyone on the same page, and from the feedback that I am receiving from them at each weekly meeting is very positive. Currently the project is still a bit open and we are able to iterate new ideas and concepts, since it is still in the early stages of development. Currently I have no stakeholders, and I'm unsure of changing the scope since the concept we are working with currently is still being fully developed. My expectations for this game is to have a deliverable by the end of next year, and ship about 6 - 8 months after that, but that would be the most optimal timeline.
  5. [quote name='Ashaman73' timestamp='1352182181' post='4997885'] Well.. how large is your group that you need divisions .... from my experiences organisation structures hinders development more than it helps. You might look at agile development methods which help developing software in a team based fashion. [/quote] I have about ten people working together on the project, and we are all from different area's of study some computer science, art, music, business, marketing, and other fields. I felt by having each person work on their area of expertise and then have one or two people in the middle organize and manage the team would be very effective.
  6. Sorry will do!
  7. Hello Gamedev.net! I have recently started an indie group and we are working on a game because our ambition is to have a product by the time we graduate in an attempt to gain entry to the Game Industry. The cruel part being the only way to get into the game industry is to have experience in the game industry. A question that I wish to pose to the community is, since being project lead (hopefully I'm not being too obnoxious taking that title) I've attempted to recreate an actual company feel through creating divisions within the group, based on each of my team member's strength's and weakness, is this an effective method of development? Would it be more effective on this small scale development to have everyone do a bit of everything? Feedback would be very appreciated!