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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 Thespanishcomposer

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  1. Great and mature advice, Nate, deeply appreciated :)   Thank you,   Iván
  2. Thank you Nate! Really appreciate your answer (and your nice comment!)   You mean doing a specific VG game, then Film, etc dedicated reel or even more genre-divided as in Action VG, Atmos VG reel, etc.   Thank you!   Best,   Ivan
  3. It's been a while since my last post!   ...and I thought I could ask for some advice!...I decided to change my reel with a wider selection of projects than last time, featuring not only VG work, but also Film and TV, with an emphasis on some deeper writing...   I would really appreciate your input...don't want to lose any potential VG work, but I thought it might be wiser to show some more delicate writing...after Austin Wintory showed the way to be more creative, it might be interesting for developpers as well...   What do you think? Or for a VG reel it might be wiser to just focus on VG music VS a more ecclectic approach?   Would love to know your opinions...after all, we are mostly composers in this part of the forum hehehe.   Thank you in advance, guys!   Here it is:   https://soundcloud.com/ivanp-1/demo-reel-2014    
  4. Love the graphics!
  5. Great teaser! When will you be releasing it?
  6. Hi, everybody!    Totally agree with nsmaden.    I did a lot of free work when I was starting and only a few of them translated into paid projects later on, and always with really limited budgets.  Creating professional relationships is essential, but it doesn't mean you aren't supposed to do it for free.    Imagine you receive 100 $ for some music in a game...let's say 25 minutes of music. That team calls you again for some successive projects and little by little the company grows. One day there might be a bigger project calling for a bigger budget, but, still, a lot of resources will be needed and it will still be necessary to have the tightest possible prices. So...do you think you will be able to ask, let's say, a 300 % more for such a project?  It's a matter of perception. If you have been hired for 300 % less, there's no way you will be able to fill that gap on the spot. And there's always the possibility of that team hiring a bigger name, should a bigger budget arrive, for marketing purposes.  It would not mean your team is unfaithful, is just the basics of business. We are PASSIONATE with what we do and we spend a lot of time boosting our craft, but, when you reach that moment where you are working as a composer to make a living, it is also a job, no matter what love you put into it (that's the best part of that job, actually :) ) But, as a job, I don't think you should be ashamed of asking for a stipend in return, be it money or, as Nathan said, an exchange of services. And, if there is no budget, maybe think that that gig wasn't for you :)