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25

There are several sections of the Unity End-User License Agreement (which is for version 4.x as I write this, although earlier versions are similar) that pertaining to this issue. The most directly relevant is section 3, which reads (in part): You will not delete or in any manner alter any Unity or third-party copyright, trademark or other ...


13

Take your pick There are a number of ways to create an installer for anything, including an XNA game. 1. Visual Studio Deployment Solution This one's is fairly straightforward. If you have the Professional edition of Visual Studio, then you can add a Deployment project to your solution and whenever you compile this project, it will compile all necessary ...


13

If it's a good idea or not is up to you. And the success of the strategy depends on what your actual goal is. No Time to Explain did this way back in 2011. They uploaded a special version of the game to Pirate Bay that had all the characters wearing pirate hats. “We thought it’d be funny to leak a pirate version ourselves which is literally all about ...


12

Today's markets are literally flooded with both products and startup companies struggling to get their share, especially in game development. As I see it, the days when it was enough to be passionate about doing something to be successful are over, not only in game development. Not that I want to discourage someone, but being passionate and having great ...


12

You mention that you're looking for a publisher primarily for marketing (rather than funding) your iPhone game, so if I understand correctly, you're looking at companies such as Chillingo (if I recall correctly, they'll take finished titles and expose them to hungry gamers). We've worked with publishers such as Steam, D2D, and OnLive, all of which have ...


12

This is mostly an unanswerable question, but I'll go through some of the things you mention. You don't have any useful skills to bring to the table - sorry to be blunt - so you basically have to bankroll the enterprise if you want anybody to take you seriously. Your main cost is the people you need to employ. Unless you know what sort of game you're going ...


11

The completeness of the work depends on the publisher, the game, you and the relationship you have with that publisher. Each publisher will have their own standards for what's complete enough. Further, those standards could be tighter or less restrictive depending on the relationship you have with them. If you've never spoken to them, and they don't know ...


10

Hiring somebody to do your PR sounds very "non-indie." And it's certainly not likely to be good from a budgetary standpoint -- most indie games do not sell nearly as well as, say, Minecraft has. For an indie developer with a small (or nonexistent) budget, you probably have to work the grass roots angle more than anything else. Promoting your game on ...


10

UPC codes are designed for retail sale in the United States. They aren't legally enforced, but rather a private industry that's been standardized. Per the GS1 website: Today, barcodes that use EAN/UPC symbology (including the UPC-A, UPC-E, EAN-13 and EAN-8 barcodes) are the only barcodes allowed for products scanned at retail point of sale. Therefore ...


9

Is it possible to publish my game concept and ask community for level designs? Yes. And still keep my game concept save from being copied by others. No, once you release your game, anyone can copy your concept. Do I have copyrights on a game concept for a game which isn't officially released? As eBusiness said, you can't copyright a concept, just the ...


8

I prefer equality, because if it's time based then someone who works twice as efficient or is madly talented will be punished for doing twice the work per hour. On the other hand, people might argue that someone talented puts in as much sweat as the less talented so the hours are of equal value. I do know that not being based on equality might demotivate ...


7

For your game, I have some suggestions. Interesting idea, but scrap it and start again. Okay, not completely scrap it, but it needs some work :D (0) rebrand it as an edumacational - pitch it at kids - target the home school market (1) The music seems kind of repetititve (2) The music cancels the user's music which might have been playing in the ...


7

There are three areas that you must take care of: Copyright Patents Trademarks Even if you break something, you might get away with it. The company legal department can contact you and ask you nicely to remove the infringement. Or they can directly sue you, especially when the company is making profit by holding and licensing patents. Copyright Every ...


6

There are a number of iPhone publishers who will submit your app for you under their name, for a percentage of your profits. One that comes to mind is Chillingo (their other company, Clickgamer, published Angry Birds). If you look around, you'll most likely find one that fits your needs. There are also companies who promote your app, but I don't know much ...


6

Basically, you lack the only interesting thing which people actually play platformers for. All these technical stuff you've listed can be done rather quickly compared to the interesting game levels. Levels need a lot of thought, work and polish, also they tend to spawn features when some idea cannot be expressed by existing components. So if you don't have ...


6

Since you just uploaded it today, you won't see the number of installs yet. See the documentation where it says the statistics are updated on a daily basis. The statistics are not "live". You'll only be able to see how many people downloaded on a given day after the day is over. This is similar to Google Analytics. So be patient and check back later. ...


5

As far as I know, its very hard for a beginner to find a publisher unless you have something, that really stands out of the crowd or something really convincing. So, your first choice should be online distributor. Most famous is Steam which of course has a higher entry margin. There are less restrictive distributors like Desura. There is a new Indie only ...


5

Option 1: Best way to market your own game? Talk to a company who publishes games. Pretend they're just a partner who takes a share just like anyone, and make a lot more money than you would have publishing on your own. We sold about 50k copies of our IOS game last year. Really good game, 5 stars in almost all country specific app stores. Would have done ...


5

I would say it is a very interesting problem to have. If all of you are already in the project, then I guess doing Equal Share would be the best thing to do. You cannot quantify productivity in hours and I know sometimes i spend a couple of hours thinking and then implement something complex in just a few hours(which is imposible without the thinking part, ...


5

While I doubt you will find anything that lists games that are in production stages. (The Industry usually remains a bit more tight-lipped about such things than the film industry does) The rest of what you are looking for is handled relatively nicely by MobyGames EDIT: Almost forgot, GiantBomb Also has the same sort of Data.


5

http://ibetatest.com/ Have people play test your games before sending them off for submission. You'll get great feedback from the people there, and it's really cheap. I usually pay $5 to a beta tester and they offer a lot of constructive feedback. It's better to have a polished game that you want to market then to have an unpolished one.


5

Let's take the basic legal first. Your copyright applies no matter if you have released the game or not. You do not have copyright for a concept, only for the very game you made. Except for extreme plagiarism you do not have means for stopping other people from making a similar game. Given that you basically have no community, and is unlikely to get one ...


5

Try to push to as many websites as possible. http://www.mochimedia.com/ is a great resources for learning about developing, publishing, and monetizing flash games. If you are interested in getting a sponsor and making some money I definitely recommend you check out http://www.flashgamelicense.com/ . I used them in the pass and got a sponsor to pay me ...


4

There are multiple questions here, but I'll only answer a couple. Do you have copyrights? Yes. In most countries, you have copyright over anything you create ever as soon as you create it. Of course, this only applies to the code and assets; the game concept is not protected by copyright. Is your game concept safe? It doesn't matter. The true success of a ...


4

Source code: Usually you don't give away the source code unless you have e.g. a porting contract with the publisher. Code quality: Most publishers do QA. And if you're aiming for a console you have to go through first-party QA, too. But in the end your code should also be good if you self-publish your games. Unique game concepts: Publishers are rather ...


4

Have you considered something like Steam? If you could modify your game to suit their requirements, they could provide you with a solid base and you could focus more on the development itself without worrying about the business details (although business details are something to worry about). Recently, a colleague and myself decided to develop a game and ...


4

I'm not sure what 'pg' is, but can I assume it's educational related? If so, then are you and your other team members currently working full time in other jobs? If not, then you may have a great opportunity to start a game development company. I work full time as a computer programmer, but not in the gaming industry. I make great money and I'm very grateful ...


4

It does not matter which license is used. What you pass to the buyer is the copyrights. He can then choose any license. When you make the agreement, note that you are transferring copyrights over the engine(code) and not the game assets. Also note, that you retain license over the game in it's original form, to distribute it and showcase it for any purpose ...


4

For your first game, I would suggest self-publishing. If you get enough publicity and attention, you can do very well. It is viable to contact a publisher, though, if your game looks good and has good playing/replay value. Some effective ways to market, if you self-publish: Write articles for gaming sites, such as indiedb.com, gamedev.net, etc Submit ...


3

It is the same for any Industry... It is Hard out there. It will never get easy so now is as good time to jump in and try as any. You are young and full of energy and will gain much experience from it. The older you get, the harder it becomes to recuperate from a failed risk... So risk big while your young, learn from everything, don't look back and go ...



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