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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.

andoru

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  1. I think you misunderstood, my intention is to start an idie game project at first not something overly "official", unless I'm mistaken those typically don't require all the legal prerequisites you mentioned above. The plan of starting a "company" and making an office is a plan for the future, not now. But anyway, in case I'm mistaken thanks for the pointers, and I think it would be a dead end for me here XD
  2. Hello. I'm interested in starting my own indie game project as a full-time job (I am currently supported so I am able to commit my full time to this project for how long it takes) I came up with a great idea for a game (strategy/simulation) and I even started writing a game design for it to which I finished it's first 12 pages which covers about 10% of the game's mechanics. I wanted to post here on GameDev forums and ask for staff at a later time when at least 80% of the design is done and after I finish making a prototype myself and release it publicly.   The reason why I'm writing here is because I'm looking for advice into how to organise myself, tips on how to "survive" with the idea, how to split the revenues with the staff and other miscellaneous management issues.   First of all the only members in my team are me and my partner, who incidentally is a co-writer. I'm not able to gather a team of developers where I live so I'd mostly have to rely on forming a team over the internet. So my first question is, would a project like this be able to work over the internet?   Secondly I have no budget what so ever. All I have available is the fact that my family is supporting me and letting me live rent free and provide food. This implies that I won't be able to pay the staff in the beginning, this would have to depend on how much money we earn off the game(s). Would this ensue laziness in the developers? I know this is impossible to predict but I'm mostly addressing this question to people that might have experienced similar things (starting a project with no founds).   A way around I thought would be to start a Kickstarter campaign and gather founds once I have the prototype and I can show some things and avoid being called vapourware. This results to the next question. Since I don't live in either US, UK or Canada, I cannot apply for membership, so for that I would have to rely on another person (probably somebody from the team) for them to start it. My only worry for this is for that team member to not be trustworthy, betray the team and run with the money (wild west style) when we have some founds gathered.   But let's say that doesn't happen, and everything goes according to plan, we had some founds gathered through KS, how would I quantify everyone's work in the team so I could pay them appropriately? Or rather what model should I follow?   Another issue would be relocation (which is likely to happen much later on). In my plan I would want to relocate to UK, and start small from there on my own. Then as a second goal I wanted maybe to start the "company" officially with an office, hire staff and make things more official. Let's say that the game sells quite well and there is considerable amount of interest for it, and I get 30% from the revenues that the game makes, would that be enough to support me on my first part of the plan at least? I'm more worried of the "unstable" rate people buy the game and I might end up not being able to support myself without a 2nd job.   Those are all my questions for now, and I know that most of the answers are hypothetical at best, but I wanted to learn from people that have their own projects and perhaps have more experience. If you don't know what answers to give to me to my questions, suggestions are welcome too =)   Thank you for taking your time to read this and thanks in advance if replying!