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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.

Tom Sloper

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About Tom Sloper

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  1. You don't NEED to take a masters degree to get there. You can get hired with your existing resume ... IF you build a good game portfolio. IOW: make games.
  2. No "probably" about it. Do not just tack a "suffix" on your studio name without getting legal advice from an attorney. Toad, you should google those terms. If you are in the US, you should also visit your local SBA office (Small Business Administration).
  3. Read these articles first: http://sloperama.com/advice/lesson24.htm http://sloperama.com/advice/lesson27.htm http://sloperama.com/advice/m72.htm http://sloperama.com/advice/lesson29.htm You didn't say what country you live in. And although you didn't say where you're applying, if you're not in the US, applying to US companies (who don't have a studio near you) won't work. http://sloperama.com/advice/m84.htm
  4. I don't think so.
  5. Locking thread to prevent any additional new posts
  6. Moving it to the right one.
  7. Read this: http://sloperama.com/advice/m84.htm
  8. I don't live in Europe and I haven't been to Gamescom. Gamescom is a trade show, which means that the companies presenting video games there are most interested in meeting retailers (are thus less interested in meeting developers; it's not the primary purpose for their being there). If you go up to someone at a booth and want to hand them a demo disc and resume, they'll probably be in marketing or sales. They'll likely say you should talk to someone else at the company (and at another time, not at the trade show). Or they may take your package and promise to give it to a producer or studio lead. Better to know in advance who you want to pitch your services to (by name), and even better to have a pre-made appointment to meet at the show. But shows are noisy, and nobody is going to be able to listen to your music right then and there. If you came up to me at a trade show with a disc and a resume, I'd take it and say thanks but I don't need a composer right now - and then if you're lucky, I'll have them in my office when I need to get a composer (I'm saying that sometimes the disc might not survive the trip home). In addition to trade shows, there are also conferences. At conferences, you're more likely to run into producers and studio leads rather than marketing or sales people. But again, you mustn't expect anyone to listen to your demo on the spot. Trade shows and conferences are worthwhile. Networking is important. You want to meet other composers. You want to meet producers and studio leads and design directors. Your best networking bet is to just get into pleasant conversations not focused on you. Make sure people have your card at least, and you want to get their cards so you can send them your demo and resume after the show or conference. "Hi, we met at Gamescom. I enjoyed hearing your thoughts on the Wonder Woman soundtrack..." To get dates of other European events, subscribe to Gamasutra and GamesIndustry.biz and Kotaku.
  9. You shouldn't make your dream job your first interview. You should have several interviews before you interview at your dream job. And then you have to be prepared for the possibility of getting hired by one of those earlier jobs. Don't turn down perfectly good job offers just because you are waiting for the dream job offer that you might never get. Do you live within daily commuting distance of Bellevue WA?
  10. If I offended or hurt anyone with my words, I am deeply sorry. I had no clue if someone here had a mood disorder (and didn't mean to omit the possibility of mood disorders). In my defense, nothing I say can ever be true for everyone at every time in every endeavor. (Blanket statement: no blanket statement ever covers everything.) There's an exception to every rule (even this one). Sometimes I try to acknowledge that truism when making a statement - but it usually just overcomplicates the matter, so most of the time I leave such disclaimers out. I don't follow my own advice all the time. One thing that motivates me is time pressure. I do some of my best work when I know something is coming due tomorrow. Of course, personal projects don't come with due dates, so that isn't always applicable.
  11. The thing that's amazing is that air is still free to breathe here (not that it's healthy to do so). I wonder: when American ISPs can charge us differently for different 'net usages, how that'll affect you'uns not here in the States. And the air will always be free to breathe outside the States (can't say the same for here in the States).
  12. Please don't necro. Locking 6-month-old thread.
  13. You are asking two questions: (1) how to motivate myself, and (2) how to get rid of distractions. 1. If you need motivation for a personal project, don't bother. Do something else until you are motivated. That "something else" might include making a list of what motivates you, and a list of reasons to do the personal project, and a list of other things you'd rather do than that personal project. 2. Assuming you're motivated to do the work, put your smartphone in another room, and put a "do not disturb" sign on your door. I don't need "focusing techniques." When I'm working on a personal project, the hard part is stopping.
  14. Then it appears that we are finished with the "drawing sprites" question. Closing thread.
  15. Do very good work. Become known to the other team members as a solid contributor and collaborator. Certainly possible to do. Difficult to balance successfully.