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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.

Syrion308

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  1. My aim is to make enough bucks to make a living out of it and not getting rich, but I believe that in both cases story is the same; the chanches are small to make it, regardless the extend.   I remember when I talked with my current boss about gamedev - he said that they tried this as company's side bussiness, but it turned out it's just a big fuc* up and simply not worth of investing. They quickly abandoned the program and went after some stupid shit like 3D printing technology. They started to make molds of some misc stuff, maybe even dildos, totally stupid, but it made an income. There were even cases of game developers, who developed games since they were almost in dipers and I see them now being depended from kickstarter or donations, after investing up to 5% of their lifetime into a single game tittle.
  2. my wish is to get self-employed as one-men team, being a part of IT industry, not bound to anything, anyone and being able to work from anywhere, anytime...kinda freelancer job. However, making this happen doesn't seem to be that easy, especially if one doesn't know what exactly to do. I have just graduated  as electrical engineer and I'm also employed in software developing company which is creating tools for engineers, and I'm mostly doing API programming in .net languages. An OK job, but it's not a long term stuff. As I said, I want to go self-employed route, doing something different.   [rant] I was thinking to try with game developing as this used to be one of my former hobbies. I created some stuff for flash portals and android market, but those were one of the worst projects ever had in the means of time invested and money generated. In previous years I invested a lot of time to learn programming, art,game design and also some audio engineering, but all this has to be done, just to create an application, which technically can be called a game and is still light years away from a state of finished product. Then I had to learn how to make polished art (in my case vector graphics),so that my product looks proffessional and that can be taken seriously (yes, yes I know, there are successfull games with shitty graphics, but they are exceptions), a game market, which is almost definition for oversaturation. It turned out that on game market 90% of developers doesn't make a dime, while others take almost all income and they're more or less all teams. Me as a lone wolf, couldn't stand a chance against highly skilled and professional teams. Some people even told me: "If your primary concern is money, just don't bother with game developing where multiple needed skills are just a ticket into an oversaturated market, where success is based on luck" [/rant]   So what could I try as well?Web page design and web tech seem to be also out of question, since there are so many ppl who do that, but mostly I don't like that either. The idea is that projects are small and managable by one person and that market is not full of this profession. I don't know, just give some ideas.. [yeah I know, I sound like a semi-frustrated college boy, who just graduated and this actually is true]
  3. Since term "applications" is quite broad in my dictionary, I would ask for some more details or topics I should take a look at.
  4. I have developed few flash games, distributed them over various flash game portals and I am not satisfied with financial income they generated according to the amount of work I put in. I relied on add revenue income but it turned out it is bad idea to do that, unless game is really good and polished, which is hard to achieve with one-man team, at least for me. And even if you get team, you are still competing with hundreds of other top games and hope to get lucky in order to earn that 1000 bucks per month per developer. Things may be better with licensing a game, but still you do not get a deal without heavily polished product and deals seem to average in about 1000-2000 bucks. Licensing is more stable and feasable way of getting income but financially not good enough for 2 programmers and an artist, over 2 months of development time.   I think that flash market is just too much risky to mess around with hiring a team to develope a game. It seems to be heavily oversaturated market where only top quality, polished games get income and even those need luck to get success.   Questions for you; 1. Do you think I should stay at flash market, hire a team, do a 2-month project and try better with licensing? 2. If you think I should hire a team and move elsewhere, what market should I consider?Steam?Xbla?Smartphone?OUYA?Other?   Aim is to choose such market that chances of financial success stay (to be exact let it be 1000 bucks per dev per month) in some highly plausible borders, which flash market seems can not deliver. It may seem  like I am asking for secure bet, but there has to be some market that is decently plausible for success if things are handled properly.