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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.

Shaun Williams

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  1.   That seems to be a common problem with indie developers. Without trying to be harsh, you're basically saying, "I wasted time and resources, but I didn't invest in marketing. I hoped Kickstarter would get enough exposure so that I wouldn't have to bother with marketing, but it didn't. So then I tried IndieGoGo, and again didn't bother with marketing, and I hoped IndieGoGo would get me enough exposure so I wouldn't need to do marketing. But it didn't. So now I hope that Teknaut will get me (or future me's) enough exposure, so I won't have to bother with marketing."   It seems like unintentionally shirking responsibility, because you don't like a specific task (most of us don't like marketing), so you went from one site to another site hoping they'll do your responsibility for you for free. The first failed campaign is understandable. But to fail two for the same reason, and then say, "But maybe the third time would be better... without me doing anything differently...".   I'm sure you've worked hard laboring on all the other numerous areas games require (your game looks way better than mine, that's for sure!) - I'm not at all trying to imply that you're lazy, just that the marketing was a mis-estimated.   If only, "If you build it, they will come" was true! But it's not, so indies do have to have a marketing plan. We can't shift it off onto others. Plus, Teknaut say they'll connect you with "online marketing gurus", not 'do your marketing for you'.   I've also seen enough "online marketing gurus" to make me barf. Alot of them are borderline scams trying to sell ebooks and services to >50 year olds to 'work from home', so I'm just trying to use common sense and a little wisdom here. The advice I see from marketing "gurus", is common-sense advice and marketing information that you can get by doing your own diligence and research online. Alot of the "guru" information is outdated SEO tips that no longer are even relevant anyway, and can sometimes penalize your search engine visibility!   Since you are already sharing yourself as an example of what went wrong, I figure I'd chime in with my thoughts of why I think it went wrong. I'm sorry if this is just rubbing salt in your wounds!  Your game project already looks fairly far along.   There is a human tendency to freak out that we are going to miss out on some huge deal when some new deal or website comes along, and it drives us to make irrational decisions. I don't think Teknaut is a silver bullet - though I'd love to see the projects they fund become successful, and if they help more than average when it comes to marketing, that'd be great. I don't think they can (or intend to) do all of a game's marketing work.   I spent months on marketing with no budget, well i paid 90$ to crowdfundbuzz which was a waste of time.   I spent a lot of time posting on lots of games forums, emailing and phoning local and interantional press, messaging lots of facebook pages for games and scifi fans, i also email a lot on youtube.  I did 3 interviews and genreally spent a lot of time on marketing.  Witrh zero budget that severly limits what and where i can expose on the Ghostship game.    I had no replies from local press and almost 99% of all the emails and messages i sent out, i followed a few up and had no reply to those either.    I spent a full month from when it first went on kickstarter and have spent weeks snice while it has been on indie gogo,  on average i have spent over a hundred hours a week both developing my game and (trying) to market it.     Marketing is the biggest challenge, I know that now and thats why i will not be putting much more time into the crowdfunding scene.  If Technaught can help us out we are willing to give it another try, but realistically I am in talks with private investors at the moment which may be more fruitfull but more restrictive for me as a developer.
  2. Teknaut is right, I have no marketing and my Kickstart project finished on 3%, then my indie gogo campaign is on 1% with only a week left to go.  My main problem is views, on my indiegogo i have just got to 500 views after almost 2 months, Kickstarter finished at around 900.  If Teknaught can help with marketing then I am sure it would help the many of us who have had zero success with crowdfunding.   I have had my second bad expereince with crowdfunding, so shortly i will be looking at private investment.  I have wasted too much time and resources getting nowhere with crowd funding, but for many other Teknaut could help a lot more than current platforms.   Shaun Williams Lead developer CDF  Ghostship
  3. If you liked games like Doom, system shock, dead space, natural selection then check out       Ghostship   Free alpha - huge demo of our Free Roaming scifi horror game!  Please help us get the word out, we have 2 weeks left on our crowdfunding campaign!  We need you!   Ghostship on IndieGoGo
  4. Use 3ds max or maya, as they are both industry standards and there is lots of support for tutorials etc.  And if your a student you can get a full working student version for free.   Ive been modeling for 20 years :)   I started off on Imagine 3d, lightwave and real 3d.  Over the last decade 3ds max and Maya have become the standard for most industries, there are lots out there but none come up to the power of 3ds max or maya with as many tools and plugins.
  5. Hi everyone, im going public with my game i have been working on the last few months and will be finished and released in time for Xmas 2013.   Check Out My Promo Vid - http://youtu.be/6Gp3TwHgN4s   Check Out the web site - http://www.cdfghostship.com/   A few screen shots attached.   Hope you like it and share it :)        
  6. Hi everyone, I am looking for an expereinced coder for a udk indie game called CDF Ghostship   (CDF Ghostship is an indie first person shooter/survival horror game due for release dec 2013.)       CDF Ghostship needs a coder on a royalty or paid basis. Please reply to this thread if you are interested and i will contact you.   Check Out The Teaser Trailer -   http://youtu.be/e3-al6PGz6o   Check Out The gameplay video -   http://www.youtube.com/watch?v=W__wqxURAdY