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The process of game design: From conception to production

Started by EvilSqueegee, August 27, 2008, 04:16:53 PM

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EvilSqueegee

Quote from: Silverlion;241022I'm similar to Clash, with a lot more alpha testing, rewriting, kicking myself, rewriting, and so on added in there.

Sounds painful.

Jason and Clash: Thanks a bunch. You've no idea how big of a help you've been. Your insight is *greatly* appreciated!

HinterWelt

Quote from: EvilSqueegee;240930This is game development with class!



Art commissions, printer research, press, advertising, and pre-release are stages I have little to no experience/familiarity with. Any basic rundowns or places to look online that would explain what these things entail?

Dude, that is like a books worth of info. Ummm, most of this I learned in college. Some I read in books. Much of it was just a very expensive education at the hands of the industry. My suggestions would be:
1. Do as you are in this thread. Many small press publishers are willing to talk to others about what works and what does not. Be skeptical of any "This is absolutely the Right and True Way". This usually means "It worked for me on a combination of chance and whim".

2. Get on the GIN and the GPA. Talk with retailers assuming you wish to sell to them. Listen to them with the same skepticism. What they want is not necessarily what you want.

3. Listen to everyone, even the people you hate and you will learn to hate some folks. Be smart enough to take what you can use and through away what you can't. Sometimes that means a great idea that just is not sized right for you right now.

4. I have found the freelancers forum at RPG.Net very useful.

Good luck and let me know if you have any specific questions. I have written some stuff up on the shape of the market and such but I can't find the link right now.

Bill
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Lord Protector of the Cult of Clash was Right
When you look around you have to wonder,
Do you play to win or are you just a bad loser?