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Table of Contents
1 TAKING THE INDUSTRY OVER ………. 5
2 BUILDING THE CONCEPT ……………… 7
CREATIVE BLOCK ….. 8
COMING UP WITH AN IDEA ……………… 9
Get out of the house! …….. 9
CHOOSING AN IDEA ……………… 10
ARE YOU READY? … 10
2 SPEAKING TO THE PLAYERS ……….. 12
CANABALT ………….. 13
3 PLANNING IT OUT …… 15
Johnny Nunchuks ……….. 15
MOVE LIST . 15
EXPLORE THE MECHANICS …….. 17
BREAKING IT UP …. 18
4 UNDERSTANDING THE IPAD ……….. 21
PLAY WITH YOUR IPAD …………. 21
THE DISPLAY ……… 22
CAPABILITIES AS A POCKET-PC 22
MULTIPLAYER …….. 23
SOUND 23
CONTROL …………… 23
5 DO I NEED TO KNOW HOW TO…? … 25
CREATIVITY ……….. 25
COMMON SENSE ….. 25
LEADERSHIP ………. 26
HIRE PEOPLE YOU KNOW ………. 26
BE PREPARED TO GO AT IT ALONE …………… 26
WHAT YOU SEE IS WHAT YOU GET …………… 27
THEY’RE EASY TO LEARN ……….. 27
THEY INCLUDE THEIR OWN PROGRAMMING LANGUAGES …….. 27
THEY’RE NOT JUST FOR HOBBYISTS ………… 28
I CAN’T DRAW/WRITE MUSIC/DO ANYTHING ARTISTIC ………… 28
6 MAKING THE SOFTWARE WORK FOR YOU ………. 29
GAME EDITOR …….. 29
iSMACK …… 30
NETBEANS . 30
UNITY …….. 31
HOW TO USE ALL OF THIS SOFTWARE ……… 32
FOR GRAPHICS ……. 32
PHOTOSHOP ……………… 32
CHEETAH 3D …………….. 33
FOR SOUND ………… 33
ACID ……… 33
KORG DS 10 ……………… 33
Garage Band …………….. 34
FOR ORGANIZATION …………….. 34
GOOGLE SPREADSHEETS 34
GOOGLE DOCS ………….. 34
A COFFEE MAKER…. 35
NOW THAT YOU’RE DONE ………. 35
7 MARKETING YOUR FIRST RELEASE .. 37
ANYONE WITH AN IPAD ………… 38
GETTING THE WORD OUT THERE ……………… 38
THE MAJORITY OF INDEPENDENT GAME ADVERTISING IS CONDUCTED THROUGH WORD OF MOUTH ……….. 39
WORD OF MOUTH IS EASY TO GENERATE …………… 39
GIVE THE GAME AWAY FOR FREE …………….. 39
VIDEO ADS 40
VIRAL ADVERTISING …… 40
Build an online presence . 41
HOW TO FAIL ……… 41
HOW TO KEEP SALES GOING ….. 41
PAY-WHAT-YOU-WANT SALES … 42
SPECIAL EDITION RE-RELEASES ……………… 42
SEQUELS, SPINOFFS, AND NEW GAMES ……. 43
8 SELLING YOUR GAMES . 44
WHERE TO SELL YOUR GAMES … 44
BROWSER-BASED ………. 45
THIRD-PARTY DISTRIBUTION: THE APP STORE …….. 45
HOW TO FAIL ……… 45
EXPLICIT SEXUAL CONTENT …………… 46
COPYRIGHT VIOLATION .. 46
RANDOM THINGS ……….. 46
PORTING YOUR GAMES …………. 47
WHAT DO I CHARGE? ……………. 48
9 PLANNING THE FOLLOW-UP ……….. 50
KEEP PEOPLE UPDATED …………. 50
WHAT GAMERS EXPECT …………. 51
KEEPING YOUR BRAND STRONG ……………… 51
BREAKING NEW GROUND 52
SEQUELS … 52
ESCALATION …………….. 52
REFINEMENT …………….. 53
EPISODIC CONTENT ……. 53
10 MAKING A LIVING IN GAME DESIGN …………… 55
THE DOOR IS WIDE OPEN ……… 55
TREAT IT LIKE A JOB …………….. 55
YOUR FIRST FIVE GAMES ………. 56
OTHER PATHS …….. 56
11 ADVANCED READING . 58
CHRIS CRAWFORD ON GAME DESIGN ………. 58
ACTION BUTTON DOT NET ……… 59
ROGER EBERT ……… 59
OLD MAN MURRAY DOT COM ….. 59
THE FIRST QUARTER: A TWENTY-FIVE-YEAR HISTORY OF VIDEO GAMES …. 60
ANYTHING ABOUT CHESS ………. 60
CONCLUSION 61
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1 TAKING THE INDUSTRY OVER
The independent gaming scene is literally exploding today. All of those kids who grew up on Mario and Mega Man are finally getting out of college and taking the industry into their own hands.
Ten years ago, your options were limited outside of mainstream gaming. The indie scene was lo-fi and so makeshift and thrown together that it felt more like an open mic night at the coffee shop than it did like a legitimate corner of the gaming industry. Games like “Braid,” “Geometry Wars,” and “Immortal Defense” have changed all of that. These games are taken just as seriously as many major releases from established, multimillion-dollar companies.
If this sounds like a naive way of putting it, then let‟s look at the numbers, the cold hard facts.
Rockstar Games is probably the most successful video game developer of the last ten years, and “Grand Theft Auto” the most lucrative series.
So why is it, then, that their Nintendo DS release “GTA: Chinatown Wars” only managed to sell ninety thousand copies in its first two weeks while Jonathan Blow‟s “Braid” has totalled well over one hundred thousand sales on the Xbox 360 alone? The game debuted on PC and has also been ported to iPhone, iPad and PlayStation 3. We don‟t have the total sales here because of the fact that it has sold too many copies to keep track of.
“Braid” took a little longer to catch on, but we feel that the comparison is still fair. Where Rockstar has millions of dollars to pump into marketing (making the ninety thousand sales number a little disappointing), independent games have to catch on by word of mouth.
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- Year Released/Circulated: 2010
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