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      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.

tboxx

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  1. I am wondering if anyone has any suggestions for software that would allow for group designing.  I know some people use wiki's I was thinking something like Google docs with links to pages inside the overall document or to have links to other Google doc pages.  This is for a sandbox multiplayer mmo kit so it would be more technical and less about following story arcs etc.  
  2.   You absolutely can't distribute a work that is using established IP like Sonic the Hedgehog regardless of who drew the artwork.   As to whether or not you would be sued, to be honest, you probably wouldn't be because Sega probably wouldn't notice, but you certainly could be sued, and probably would be if you were in anyway successful. Actually unless you were doing something really malicious, they'd probably send you a cease and desist letter first and then sue you if you didn't comply. Doesn't have to be malicious.  If there's a trigger-happy lawyer, he could find a legal letter in his mailbox telling him to stop or show up in court.   I am taking offense to the trigger-happy comment!  You would be surprised at the amount of people who avoid us "trigger-happy lawyers" until the sheriff shows up at their door serving them  a complaint. 
  3.   Paying the correct taxes is definitely very important.    I would suggest you fill out  a doing business as certificate with the city/town, county or state government (depends on the state as to which level of government handles doing business as certificates.   It costs money to incorporate which means creating/registering a type of business association, (LLC,  C-Corp, S-Corp, LP,LLP etc.)   I know in Massachusetts the fee to register/incorporate a corporation is $320.00 a year and a LLC is about $520.00 a year.  
  4.   Sonic the Hedgehog  is Saga's Intellectual Property.   I don't believe the fact an independent artist drew the picture changes anything. Nor would a disclaimer of any sort.  You could get sued. Will you get sued?  That is harder to predict.  
  5.   That is commonly referred to as a ""Work-for-Hire" clause/contract.
  6.   Do you remember what their terms were  from these old vendors?     If the terms are " If you buy the royalty free rights to use/edit a 3d model and textures in "any commercial software or application you develop", so long as the buyer doesn't have access to the model(must release as exe, apk, etc), and you can't resell the models on a competing website." ....    "Technically it's a standalone application and the users don't have access to the models without breaking the law. It's not in direct competition because the modeler doesn't sell 2d art in any way."  Sounds like you answered the question already.  They don't have access to the model or the texture right?. Unless you can extract a texture from a 2d snapshot.  (I am not an artist so I have no idea ).  The super safe way would be to ask specifically the vendors and explain the circumstances and not use the artwork from the vendors you can't get in touch with.   
  7.    Part of being good is creating stuff that others can work with. Agreed.  
  8.   Sorry, going to disagree employability is an extremely important factor times have changed drastically especially for college graduates. 
  9. Hiring people could include freelancers or straight employees. Keep in mind employees don't just cost their salary. Rule if thumb in my state is about 20% of their salary for employment related expenses (benefits, worker's comp etc.)
  10. Koobazaur,     Give two attorneys a task  to draft and contract/agreement and they don't look a like.   A lot of the common causes in a contract can be written in a summarized general format or could be very specific.  A confidentiality clause/NDA could be very basic or very expansive in terms of what it lays out.  It all really depends on comfort level between the parties and what issues maybe particularly concerning for each party. If you think improper disclosure is a big concern than a more through NDA would be a good idea.       1) If you want to use the 2nd NDA you need to edit it further.  Its original purpose was as an NDA inconnection with something like  a situation in which a developer needs to tell a publisher about the project in order to see whether they  are interested in funding said project but don't want the publisher to tell anyone about the project.     2) First agreement refers to the game.  Better off calling it a project or something else. I am not sure what the industry term for this would be.      3)  Company  should not be just defined as a company, I would consider another name one that  includes a company or an individual.  
  11.   Copyright infringement is a federal criminal offense in certain circumstances. 
  12. There's only so many good, competitive, multiplayer map designs anyways. The basic spacial structures show up all the time with different window dressing to make them appear to be different.   That might be true but the level of window dressing here is extremely minimal. 
  13. I was just checking out steam and came across a project that is being green lit on steam.  Its called Murder Miners.  The game, originally for Xbox and now coming to PC, is an FPS that has Minecraft like graphics and allows for destructible objects.  What caught my attention is they have very blatant and intentional remakes/copies of Halo and Counter-strike maps, the comparisons are in the promotional trailer.  I wondering if they: 1) got permission beforehand to copy the maps, 2) copied the maps and got permission afterwards, 3) just did without permission 4) its different enough not to violate any intellectual property laws 5) something else...     They got green-lit on steam which I assume owns the rights to counter-strike and its published on Microsoft's Xbox marketplace (Microsoft I believe owns the rights to Halo). 
  14.    I bet Valve also considers taking a lower % to attract big studios to signup with them.
  15. Do you need the Iphone developer program to work on the game?