• Announcements

    • khawk

      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.

Paul Okselenko

Members
  • Content count

    6
  • Joined

  • Last visited

Community Reputation

105 Neutral

About Paul Okselenko

  • Rank
    Newbie
  1. Hope this really works. I need to increase my traffic soooo bad! Guys, show us that you're not joking about this dappwall thing and I'll by more if this really works! I've already created an ad there which awaits approval. Tell us what we can expect on each package that you have there.   Thanks!
  2. Hi Tom,   You're very right here. I just wanted to hear if maybe someone did find the investments on big project on such early stage, because the less thing I want to do is to waster my time on finding these investments right now especially if have no chances. So I wanted to know whether we have chances or not. And for the last few days that I've spent on finding the answers I got many replies from different people, mostly investors who said that I definitely should do a prototype first.    And yes, I personally showed that it's possible to find investments if you have just a naked idea and plan, but it works for less risky projects with small budget (up to $20k) and really good share. So conclusion here is: if you want to make big games - better start with prototype and some graphics. If you don't mind to make few small games - you can find investments if you need them, it's just a matter of time and inner desire.   Good luck to everyone and thanks!
  3. Hi there community,   I'm producer at small game development team, from Kiev, Ukraine. I've already found investments on 2 of my mobile games (like $20k each), without  having any prototype, just the idea. At the end we've finished these games and they are at publishers, we work with them right now. So investors are pretty happy with the results on this stage. But now we have time for building new project and my investors don't want to invest more until previous games will start gaining money. This is fair.    So now I want to run a quite big game as a service, publishers already loved my concept but still need prototype to tell fo sure if they will work on it. And here's the question - is it possible to find soldi amount of investments (like $150k) on such early stage as a concept? Does anyone have experience or thoughts about that? Should I continue my search or better concentrate on attracting investments on development of the prototype?    Thanks for your replies in advance!
  4. Personally I had a big pain in ass by balancing between these two apects in development of our games. First thing you should have is a concept, then it goes to design document and specification. Then go sketches, to determine how the things will look like. Believe me, if you don't have sketches approved before you start the development - you're screwed. Like I did.  On early stage programmers can work without any art. Code don't require it. And when the code is done, they will need art to setup the game.  So in your plan take it into account, that the art should be done before programmer will finish his coding part. Because there will be gaps that you can't fill out during the process.    Balance is art. You'll never learn it until you do couple of games with a team.
  5. Nice! Clean design, I've also made own version of flappy, post is here: http://www.gamedev.net/topic/654778-flappy-minaj/ check it out please
  6. Hey, look who's here, another flappy...wait what? Nicky Minaj is twerking again! And her ass is pretty flappy! Help Flappy Minaj to get all the grammies by making her twerking well through the obstacles.   My parody on flappy bird and Nicky Minaj, check it out please!