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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.

casperjeff

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  1. I've been working on prototyping a game based on a popular TV series. The network that airs it does (on their website) have games (flash) for some of their shows...none have any social aspects..single player with no persistence an most are fairly simplistic. Note that they don't make any money off these games (other than driving SOME additional web traffic and keeping people interested in their shows). I While I have most of the gameplay elements mapped out, I have enough of the key features demo-able to make a pretty good pitch (and yes, I've read the preparing-a-product-pitch faq). And I will admit, what I have so far is pretty neat and original. I'm hoping the end result is really fun to play. Currently targeting web-based (for easy facebook integration). I do want to add some social elements (facebook integration at least and possible multi-player) and definately a persistent game that allows you to pick up where you left off. My real question to y'all out there is how to pitch the money aspects.... I DO intend to finish the game on my own, regardless if I can get buy-in from this network. I can easily tweak so I am not stepping on any copyright toes... I have a full-time job, so regardless of any kind of funding, things will go slow...but funding would help me buy models/assistance I would otherwise have to create/code myself. I see only a couple options for the financial pitch: 1. Flat-fee upon completeion and hand-over (possibly more palitable to them as I have little real-world game development experience except for a single completed unpublished game) 2. partial funding up front and the rest upon completion. My real question is one of value...how much is a 'casual' game with a TV tie-in with no monitization worth? (If I go off on my own with this, I can see some monetization options for it with in-game purchases). 5K? 10K? 50K? Nothing?