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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 SigmaX

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  1. Perhaps the player is an acorn? So like BloodyOats said, the player could be growing as a reward.
  2. It is defiantly a turn off. Remember every time you force some sort of system requirement you are losing part of the player base. The monitor I'm working on right now has a resolution of 900X1600. So I wouldn't be able to play your game unless I flipped my monitor over every time. World of Goo may be fixed but it's a very safe resolution. What's the reason behind feeling it would be best played at your desired resolution? Is it personal preference? Personal preference is generally a bad way to make a business decision.
  3. Ever since Star Wars Battlefront, I've liked the idea of being able to switch between 1st and 3rd person in shooters. Unlike you I hate driving in first person mode. Whenever I'm playing a racing game I always zoom out as far as i can go. Driving without peripherals can be pretty dicey. Personally I'm not a huge fan of the title "Planet X". It's a very cheesy name. So unless your game is a comedy or a throw back to 1950's sci-fi, you might do better with a different title. Good Luck with the project! Hopefully we'll see big things from you in the near future!
  4. 3 Days is definitely way too early to call it quits. If your dreading going to work every day (only 3 morning so far) then you have to look a bit harder as to what you can gain from working there. If you don't see the technical lead responsibilities coming any time soon, then start looking for your own project to help the company out. Coming up with new ideas and presenting them to others, even if the get rejected, is great way to show your value to the team. In a previous position I had I came up with a concept for a new internal tool. I worked on it on my down time and now it has become very useful to the company. Perhaps you could explain why you feel you won't be getting the responsibilities you thought you were going to? Who is making the decisions you should be making? Is there any way to assert yourself into those decisions?
  5. I really like the idea of using energy as another resource. What if instead of creating a blackout effect, just disable any guns added to a grid with insufficient power. So if you have X number of energy units, you can add guns until that energy is used up. Bigger guns might take more energy. There could also be an order of consumption. So maybe small guns get energy first, followed by more power hungry guns. If you are at your limit and you add another small gun, that might shut down a big gun because there isn't enough energy to go around. Maybe you could have multiple energy grids at higher levels, giving players a greater challenge when placing towers. Forgive me if this was already your plan. I think the idea is very cool. While the tech tree idea sounds good too, I think you might be getting into too much by having both mechanics. Go for one, and if that game does well, add the other mechanic to version 2. Or make 2 different games. One of my favorite TD games is "Grid Defense The Awakening" It's not a flash game, but it has some really neat mechanics. Not a big fan of the wormhole idea. Might be confusing and the implementation would have to be really spot on to help players understand it.
  6. If you can get into the industry, get in. You will learn a lot about making games in general. It's also a great place to meet people with the same passion for indie games that you have. Might even make some friends who want to work on indie games with you. You'll never have enough time or be financial stable enough to do indie games. You just have to do it. It's like having a baby. Your never ready, but when it happens you work things out.
  7. If your looking into the business side of things, expand your search to outside the gaming industry. Experience is so important when finding a job. If you can get a job in any field as a project manager, you'll have a much easier time getting into the gaming industry as a project manager. Generally with business most skills are transferable from industry to industry. If your having no luck with gaming companies, move out to the IT industry. You might have an easier time getting a job there. Once you have experience, people will be much more interested in hiring you.
  8. "Jack of all trades, master of none" Swiftcoder is absolutely right. It's great to dabble in it all, but to really excel you need to narrow things down. Being able to work in a team is another important skill to learn. If you play off each other's strengths you'll have a more solid product in the end.
  9. I just read this blog post yesterday. The author suggests 250 - 500. I guess it really depends on how outgoing you are. http://bbrathwaite.wordpress.com/2010/02/15/where-are-all-the-good-parties-at-gdc/
  10. Thanks for all the feedback. I guess I was hoping that my 6 years experience in the gaming industry (3 as a designer) would be enough. Now that I'm thinking about creating a portfolio I realize I have a lot more work to do, which I'm actually pretty excited about doing.
  11. Thanks Tom for the info. I didn't even realize there was a Forum FAQ button. I'm really looking for a job as a Game Designer making any other games besides slot games. Platform is not important to me, genera is not that important either. I want to make fun, exciting games that are more main stream.
  12. Hey, I have some questions about how to build a game design portfolio. I'm currently working as a game designer for a company that creates casino slot games. These games don't have a credits page, so the only proof I designed any games would be internal to the company. Since I don't draw, and my programming is weak (I have a CS degree but I haven't programmed in 3 years), I'm wondering what else goes into a designer's portfolio? Thanks! --Ed
  13. At first I wasn't sure, but now I think this might be a pretty cool idea. If your a spy going on a mission, you could meet up with a local operative who speaks broken English (assuming this is for players who are English trying to learn another language). As the game goes on, your required to learn more and more of the specific language. You could find notes that leave you clues, so not only do you need to know the language you need to figure out the clues in the messages. You might need to send messages, or perhaps you need to answer a question in the language so you don't blow your cover. It could be a very interesting puzzle/learning type game. I like it!
  14. How long do you expect matches to last? I think if these are supposed to be short quick matches, it might be too complicated. Long matches might make waiting in jail pretty boring. What if no one comes to let you out?
  15. I think Svalorzen is really onto something when he talks about the time delays of the weapons. If you create a lag time for the weapons, and possibly even limit the ammo provided, that will force the player to make sure they are ready to fire. You could perhaps let the players use the terrain as a weapon. Rock slides, or falling trees. Allow the players to set up booby traps like trip wires, or motion activated bombs.